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
Studieoversigt
Status
Status
Betingelser
Betingelser
Intervention / Behandling
Intervention / Behandling
Undersøgelsestype
Undersøgelsestype
Tilmelding (Faktiske)
Tilmelding
Fase
Fase
- Ikke anvendelig
Kontakter og lokationer
Studiesteder
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-
-
Jaén, Spanien
- Primary School
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-
Deltagelseskriterier
Berettigelseskriterier
Berettigelseskriterier
Aldre berettiget til at studere
- Barn
Tager imod sunde frivillige
Beskrivelse
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).
Studieplan
Hvordan er undersøgelsen tilrettelagt?
Design detaljer
- Primært formål: Behandling
- Tildeling: Randomiseret
- Interventionel model: Parallel tildeling
- Maskning: Enkelt
Antal våben
Våben og indgreb
Deltagergruppe / ArmDeltagergruppe / Arm |
Intervention / BehandlingIntervention / Behandling |
|---|---|
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Aktiv komparator: 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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Eksperimentel: 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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Hvad måler undersøgelsen?
Primære resultatmål
Primære resultatmål
Resultatmål |
Foranstaltningsbeskrivelse |
Tidsramme |
|---|---|---|
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Health-Related Quality of Life
Tidsramme: 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
Tidsramme: 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
Tidsramme: 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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Samarbejdspartnere og efterforskere
Sponsor
Sponsor
Datoer for undersøgelser
Studer store datoer
Studiestart (Faktiske)
Studiestart
Primær færdiggørelse (Faktiske)
Primær færdiggørelse
Studieafslutning (Faktiske)
Studieafslutning
Datoer for studieregistrering
Først indsendt
Først indsendt
Først indsendt, der opfyldte QC-kriterier
Først indsendt, der opfyldte QC-kriterier
Først opslået (Faktiske)
Først opslået
Opdateringer af undersøgelsesjournaler
Sidste opdatering sendt (Faktiske)
Sidste opdatering sendt
Sidste opdatering indsendt, der opfyldte kvalitetskontrolkriterier
Sidste opdatering indsendt, der opfyldte kvalitetskontrolkriterier
Sidst verificeret
Sidst verificeret
Mere information
Begreber relateret til denne undersøgelse
Yderligere relevante MeSH-vilkår
Andre undersøgelses-id-numre
Andre undersøgelses-id-numre
- U.AC3
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