Gamification Effects on the 6-Minute Walk Test in Children

Part of paid clinical trials in Lexington, Kentucky.

Sponsor
David Toupin
Study ID
NCT07216339
Status
Recruiting

Conditions

  • Neuromuscular Diseases in Children

Eligibility Criteria

Sex
ALL
Age
6 Years - 12 Years
Healthy Volunteers
Not accepted

Interventions

  • Standard 6MWT — OTHER
    ATS-standard instructions, no electronic system; Conducted in hallway measuring total length of 90ft (27.4 meters). Patients will walk down-and-back. A seated rest period of ≥10 min separates the two tests to minimize fatigue carry-over.
  • Gamified 6MWT — OTHER
    identical course but child carries a RFID tag; at each lap the child taps an on an RFID reader, awarding a point and leveling-up an on-screen avatar; Conducted in hallway measuring total length of 90ft (27.4 meters). Patients will walk down-and-back.A seated rest period of ≥10 min separates the two tests to minimize fatigue carry-over.

Study Details

The goal of this study is to learn if adding a game to the 6-minute walk test for children with neuromuscular disorders will increase enjoyment and motivation to complete the test.

Key Dates

First listed
Oct 14, 2025
Start date
Jun 12, 2026
Status verified
Jul 2026
Primary completion
Jun 30, 2027
Completion
Jun 30, 2027

Study Design

Enrollment
20 participants (estimated)
Allocation
RANDOMIZED
Intervention model
PARALLEL
Primary purpose
BASIC_SCIENCE

Arms

  • Experimental: Gamified test
    child carries a Radio-frequency identification (RFID) tag to scan at each lap, watching avatar level up.
  • Active Comparator: Standard test
    no game; same verbal cue every minute

Primary Outcome Measure

Change in 6 minute walk distance [ Time Frame: Baseline and post intervention (approximately 20 minutes) ]

Central Contacts

Locations (1)

FacilityCityStateZIPSite coordinators
University of KentuckyLexingtonKentucky40506
David N Toupin, MD
859-218-1900

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