RecruitingNot ApplicableNCT07276412

Study on the Effect of a Gamified Health Education Programme on Primary School Children

Study on the Effect of a Health Education Programme Based on Gamification Strategies on Diet, Sedentary Behaviour and Daily Physical Activity in Primary School Children.


Sponsor

Universidad de Extremadura

Enrollment

500 participants

Start Date

Sep 2, 2024

Study Type

INTERVENTIONAL

Conditions

Summary

This randomised study evaluates the effectiveness of Health Education through a Gamified Health Programme on diet, sedentary behaviour and daily physical activity in primary school children.


Eligibility

Min Age: 6 YearsMax Age: 7 Years

Plain Language Summary

Simplified for easier understanding

This clinical trial is studying a behavioral approach called Intervention - A, a behavioral approach called Intervention - B, and others for people with gamification in health education and health education. The study is currently recruiting participants at 1 location. People eligible for this study include aged 6 Years to 7 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

BEHAVIORALIntervention - A

For this Intervention Group, rewards act as the main motivating factor for the children in this intervention group. Each time they complete the activities proposed in the application, they receive a "Bellotex Salud" avatar card, which symbolises their progress and identifies them as "Bellotex Masters". This gamified recognition boosts their involvement and reinforces their adherence to the intervention. In addition, this group does not attend weekly health education sessions, so the improvements observed can be attributed to the use of the app and the motivation generated by the rewards associated with the healthy habits worked on.

BEHAVIORALIntervention - B

In this Intervention Group, participants will not have access to the rewards that act as the main motivating factor. Each time they complete the activities proposed in the application, they will pass the challenge but will not receive the "Bellotex Health" avatar card, which symbolises their progress and identifies them as "Bellotex Masters", thus allowing them to assess their potential involvement and adherence to the intervention without the reinforcement of gamified recognition. However, this group has access to weekly health education sessions, so the improvements observed can be attributed to the use of the app and the training received through these capsules associated with different healthy habits.

BEHAVIORALIntervention - C

For this Intervention Group, rewards act as the main motivating factor. Each time they complete the activities proposed in the application, they receive a "Bellotex Salud" avatar card, which symbolises their progress and identifies them as "Bellotex Masters". This gamified recognition boosts their involvement and reinforces their adherence to the intervention. In addition, this group has access to weekly health education sessions, so that the improvements observed can be attributed to the use of the app and the training received through these capsules associated with different healthy habits.


Locations(1)

University of Extremadura

Badajoz, Badajoz, Spain

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NCT07276412


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