RecruitingNot ApplicableNCT07216339

Gamification Effects on the 6-Minute Walk Test in Children

Effect of Gamification on 6-Minute Walk Test Performance and Engagement in Pediatric Neuromuscular Patients


Sponsor

David Toupin

Enrollment

20 participants

Start Date

Jun 12, 2026

Study Type

INTERVENTIONAL

Conditions

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.


Eligibility

Min Age: 6 YearsMax Age: 12 Years

Plain Language Summary

Simplified for easier understanding

This clinical trial is studying Gamified 6MWT and Standard 6MWT for people with neuromuscular diseases in children. The study is currently recruiting participants at 1 location. People eligible for this study include aged 6 Years to 12 Years.

This summary was AI-generated to explain the trial in plain language. It is not medical advice. Always discuss eligibility with your doctor before enrolling in a clinical trial.

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Interventions

OTHERStandard 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.

OTHERGamified 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

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NCT07216339


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