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Physical Activity Promotion in Children Using a Novel Smartphone Game: A Pilot Randomized Controlled Trial

2021年10月28日 更新者:Sam Liu、University of Victoria
Increasing physical activity is critical for children's overall health. Smartphone apps using gamification has shown promise to increasing physical activity using game techniques. This study is a 4-week randomized controlled trial using a gamified smartphone app to determine acceptability and preliminary effectiveness to increase physical activity in children.

研究概览

研究类型

介入性

注册 (预期的)

160

阶段

  • 不适用

联系人和位置

本节提供了进行研究的人员的详细联系信息,以及有关进行该研究的地点的信息。

学习联系方式

  • 姓名:Sam Liu, PhD
  • 电话号码:2507218392
  • 邮箱samliu@uvic.ca

研究联系人备份

学习地点

    • British Columbia
      • Victoria、British Columbia、加拿大、V8W2Y2
        • 招聘中
        • University of Victoria

参与标准

研究人员寻找符合特定描述的人,称为资格标准。这些标准的一些例子是一个人的一般健康状况或先前的治疗。

资格标准

适合学习的年龄

8年 至 14年 (孩子)

接受健康志愿者

是的

有资格学习的性别

全部

描述

Inclusion Criteria:

  • Children aged 8-14 years old
  • Not meeting the recommended Canadian physical activity guidelines of 60min per day of moderate-to-vigorous physical activity
  • English-literate
  • Normal to corrected vision

Exclusion Criteria:

  • Diagnosis or injury that prevents physical activity participation
  • No access to a smartphone or tablet

学习计划

本节提供研究计划的详细信息,包括研究的设计方式和研究的衡量标准。

研究是如何设计的?

设计细节

  • 主要用途:预防
  • 分配:随机化
  • 介入模型:并行分配
  • 屏蔽:无(打开标签)

武器和干预

参与者组/臂
干预/治疗
假比较器:Physical Activity Tracking App Only
Over a four week period, participants were asked to use the Fitbit app to track their daily physical activity.
Participants were asked to use the Fitbit app to track and sync their daily physical activity.
其他名称:
  • Fitbit app
有源比较器:Physical Activity Tracking + Gamified Smartphone App
Over a four week period, participants were asked to use the Fitbit app to track their daily physical activity. Additionally, they were asked to use the gamified smartphone app, Draco, during the intervention period.
The primary objective was to determine the acceptability and satisfaction of the Draco app among children. Secondary objective was to evaluate if the Draco app could improve physical activity levels (steps, and moderate-to-vigorous physical activity) and intrinsic motivation for physical activity in children. The gamified smartphone app, Draco, is a virtual pet simulator where you care for a pet by exercising, walking, and answering healthy lifestyle questions.
其他名称:
  • Draco app

研究衡量的是什么?

主要结果指标

结果测量
措施说明
大体时间
User satisfaction with gamified smartphone app
大体时间:4 weeks
User satisfaction was measured using an adapted version of the short form Intrinsic Motivation Inventory used by Ahn, Johnsen & Ball, 2019. Items pertained to the enjoyment, satisfaction of using the app and if the experience was unenjoyable. Scores are rated on a 5 point Likert scale where 1 is the lowest score and 5 is the highest. 1 = Not true for me; 2 = Not really true for me; 3 = Sometimes true for me; 4 = Often true for me; 5 = Very true for me.
4 weeks
Acceptability with gamified smartphone app
大体时间:4 weeks
Exit interviews were performed after the intervention period to determine satisfaction and acceptability. Questions related to their experience using the app, their physical activity behavior (before, during, and after the intervention period) and recommendations for app content
4 weeks

次要结果测量

结果测量
措施说明
大体时间
Steps
大体时间:4 weeks
Steps were collected using a Fitbit over the intervention period. Fitbit is a previously validated and reliable instrument to measure physical activity (Feehan et al., 2018).
4 weeks
Physical activity minutes
大体时间:4 weeks
Minutes of physical activity engaged in by the participants were collected using a Fitbit device worn by participants. The device is worn while the participant is engaging in physical activity. The intensity of exercise is calculated by heartrate. Fitbit is a previously validated and reliable instrument to measure physical activity (Feehan et al., 2018).
4 weeks
Motivation for physical activity
大体时间:4 weeks
Motivation for physical activity was measured using an adapted version of the Intrinsic Motivation Inventory used by Ahn, Johnsen & Ball, 2019. Questions related to perceived competence to physical activity, perceived autonomy to physical activity and perceived relatedness to the app. The items addressed perceived competence, perceived autonomy, and relatedness. Scores are rated on a 5 point Likert scale where 1 is the lowest score and 5 is the highest. 1 = Not true for me; 2 = Not really true for me; 3 = Sometimes true for me; 4 = Often true for me; 5 = Very true for me.
4 weeks

合作者和调查者

在这里您可以找到参与这项研究的人员和组织。

研究记录日期

这些日期跟踪向 ClinicalTrials.gov 提交研究记录和摘要结果的进度。研究记录和报告的结果由国家医学图书馆 (NLM) 审查,以确保它们在发布到公共网站之前符合特定的质量控制标准。

研究主要日期

学习开始 (实际的)

2019年1月28日

初级完成 (预期的)

2022年3月1日

研究完成 (预期的)

2022年4月15日

研究注册日期

首次提交

2020年10月13日

首先提交符合 QC 标准的

2020年10月13日

首次发布 (实际的)

2020年10月19日

研究记录更新

最后更新发布 (实际的)

2021年11月5日

上次提交的符合 QC 标准的更新

2021年10月28日

最后验证

2021年10月1日

更多信息

与本研究相关的术语

其他研究编号

  • UVic181243

计划个人参与者数据 (IPD)

计划共享个人参与者数据 (IPD)?

未定

药物和器械信息、研究文件

研究美国 FDA 监管的药品

研究美国 FDA 监管的设备产品

此信息直接从 clinicaltrials.gov 网站检索,没有任何更改。如果您有任何更改、删除或更新研究详细信息的请求,请联系 register@clinicaltrials.gov. clinicaltrials.gov 上实施更改,我们的网站上也会自动更新.

Physical activity tracking app的临床试验

3
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