Clinical Research Directory
Browse clinical research sites, groups, and studies.
Gamification Effects on the 6-Minute Walk Test in Children
Sponsor: David Toupin
Summary
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.
Official title: Effect of Gamification on 6-Minute Walk Test Performance and Engagement in Pediatric Neuromuscular Patients
Key Details
Gender
All
Age Range
6 Years - 12 Years
Study Type
INTERVENTIONAL
Enrollment
20
Start Date
2026-04
Completion Date
2026-12-01
Last Updated
2026-03-10
Healthy Volunteers
No
Conditions
Interventions
Standard 6MWT
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
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.
Locations (1)
University of Kentucky
Lexington, Kentucky, United States