Gamified Exergaming Program in Primary School
BEYOND PHYSICAL ACTIVITY: INTEGRATING EXERGAMING, GAMIFICATION, AND COOPERATIVE LEARNING IMPROVES CHILDREN'S HEALTH-RELATED QUALITY OF LIFE, SLEEP QUALITY, AND PSYCHOSOCIAL FUNCTIONING
Study Overview
Status
Status
Conditions
Conditions
Intervention / Treatment
Intervention / Treatment
Study Type
Study Type
Enrollment (Actual)
Enrollment
Phase
Phase
- Not Applicable
Contacts and Locations
Study Locations
-
-
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Jaén, Spain
- Primary School
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-
Participation Criteria
Eligibility Criteria
Eligibility Criteria
Ages Eligible for Study
- Child
Accepts Healthy Volunteers
Description
Inclusion Criteria:
- Children aged 8 to 12 years.
- Enrolled in grades 3 to 6 of primary school.
- Able to participate safely in regular physical education classes.
- Written informed consent provided by a parent or legal guardian.
- Verbal assent provided by the participant.
Exclusion Criteria:
- Physical pathology or medical contraindication preventing safe participation in physical activity.
- Formal diagnosis of severe learning difficulties or developmental disorders.
- Failure to complete the outcome assessments at both baseline and post-intervention.
- Attendance at fewer than 14 of the 16 intervention sessions (less than 85% adherence).
Study Plan
How is the study designed?
Design Details
- Primary Purpose: Treatment
- Allocation: Randomized
- Interventional Model: Parallel Assignment
- Masking: Single
Number of Arms
Arms and Interventions
Participant Group / ArmParticipant Group / Arm |
Intervention / TreatmentIntervention / Treatment |
|---|---|
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Active Comparator: Conventional Physical Education
Participants received the school's standard physical education curriculum for 8 weeks (two 50-minute sessions per week), using conventional teaching methods and activities without exergames, gamification, or structured cooperative learning components.
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Standard school physical education delivered over 8 weeks (two 50-minute sessions per week) using the regular curriculum and conventional teaching methods.
Classes included traditional physical education activities without exergaming, gamification, or structured cooperative learning strategies.
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Experimental: Experimental: Gamified Cooperative Exergaming Program
Participants received an 8-week gamified cooperative exergaming program ("The Movement League") delivered during regular physical education lessons (two 50-minute sessions per week).
The intervention integrated dance-based exergames, cooperative learning, gamification, and symbolic rewards to promote motivation, physical activity, and reduce sedentary behavior.
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An 8-week behavioral intervention delivered during regular physical education lessons (two 50-minute sessions per week; 16 sessions in total).
The program integrated dance-based exergaming, cooperative learning, gamification, and symbolic rewards within a structured pedagogical framework.
Sessions included choreographed exergames, cooperative motor challenges, progressive narrative levels, and group-based goals designed to promote autonomous motivation toward physical education, increase habitual physical activity, and reduce sedentary behavior in primary school children.
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What is the study measuring?
Primary Outcome Measures
Primary Outcome Measures
Outcome Measure |
Measure Description |
Time Frame |
|---|---|---|
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Health-Related Quality of Life
Time Frame: Baseline and immediately after the 8-week intervention
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Change in health-related quality of life measured using the KIDSCREEN-10 Index.
The questionnaire assesses overall physical, psychological, and social well-being experienced during the previous week, with higher scores indicating better health-related quality of life and perceived well-being.
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Baseline and immediately after the 8-week intervention
|
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Sleep Quality
Time Frame: Baseline and immediately after the 8-week intervention
|
Change in sleep quality measured using the Sleep Self Report (SSR).
The questionnaire evaluates sleep duration, sleep onset difficulties, night awakenings, daytime sleepiness, sleep schedule regularity, and perceived sleep quality.
Higher scores indicate greater sleep-related problems.
|
Baseline and immediately after the 8-week intervention
|
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Psychosocial Functioning
Time Frame: Baseline and immediately after the 8-week intervention
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Change in psychosocial functioning measured using the Strengths and Difficulties Questionnaire (SDQ), including emotional symptoms, conduct problems, hyperactivity/inattention, peer relationship problems, prosocial behavior, and the total difficulties score.
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Baseline and immediately after the 8-week intervention
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Collaborators and Investigators
Sponsor
Sponsor
Study record dates
Study Major Dates
Study Start (Actual)
Study Start
Primary Completion (Actual)
Primary Completion
Study Completion (Actual)
Study Completion
Study Registration Dates
First Submitted
First Submitted
First Submitted That Met QC Criteria
First Submitted That Met QC Criteria
First Posted (Actual)
First Posted
Study Record Updates
Last Update Posted (Actual)
Last Update Posted
Last Update Submitted That Met QC Criteria
Last Update Submitted That Met QC Criteria
Last Verified
Last Verified
More Information
Terms related to this study
Additional Relevant MeSH Terms
Other Study ID Numbers
Other Study ID Numbers
- U.AC3
Drug and device information, study documents
Studies a U.S. FDA-regulated drug product
Studies a U.S. FDA-regulated device product
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