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NOT YET RECRUITING
NCT07216339
NA

Gamification Effects on the 6-Minute Walk Test in Children

Sponsor: David Toupin

View on ClinicalTrials.gov

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

Interventions

OTHER

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.

OTHER

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