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
Effect of Gamification on 6-Minute Walk Test Performance and Engagement in Pediatric Neuromuscular Patients
Sponsor study identifier
interventional
20
1 country
1
Study Start
June 12, 2026
Actual (reported)Primary Completion
June 30, 2027
EstimatedPlanned date reported by the registry; this milestone is not confirmed as achieved.
Study Completion
June 30, 2027
EstimatedPlanned date reported by the registry; this milestone is not confirmed as achieved.
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.
Registry-reported information. Elapsed time and enrollment totals alone do not measure study progress or recruitment pace.
June 30, 2027
EstimatedPlanned date reported by the registry; this milestone is not confirmed as achieved.
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Some registry-reported names shown below are not yet linked in this graph.
Dates and qualifiers reported by the registry. Estimated dates do not confirm that a milestone has occurred.
October 10, 2025
Actual (reported)October 14, 2025
Actual (reported)June 12, 2026
Actual (reported)June 30, 2027
EstimatedPlanned date reported by the registry; this milestone is not confirmed as achieved.
June 30, 2027
EstimatedPlanned date reported by the registry; this milestone is not confirmed as achieved.
Change in 6 minute walk distance
Participants will walk back and forth in the clinic hallway for 6 minutes and distance will be recorded in meters
Baseline and post intervention (approximately 20 minutes)
Change in Children's OMNI Rate of Perceived Exertion (RPE) Scale
Baseline and post intervention (approximately 20 minutes)
Change in Physical Activity Enjoyment Scale (PACES)
Baseline and post intervention (approximately 20 minutes)
Recruitment Rate
9 months
Test completion rate
9 months
child carries a Radio-frequency identification (RFID) tag to scan at each lap, watching avatar level up.
no game; same verbal cue every minute
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.
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.
University of Kentucky
Lexington, Kentucky, 40506, United States
David N Toupin, MD
University of Kentucky
First Submitted
October 10, 2025
First Posted
October 14, 2025
Study Start
June 12, 2026
Actual (reported)Primary Completion
June 30, 2027
EstimatedRegistry-reported names are shown in full. Names without a link have not yet been matched to a Syfrah profile.
Contact the study team to confirm eligibility.
Planned date reported by the registry; this milestone is not confirmed as achieved.
Study Completion
June 30, 2027
EstimatedPlanned date reported by the registry; this milestone is not confirmed as achieved.
Last Updated
July 27, 2026
Record last verified: 2026-07
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Source: ClinicalTrials.gov.
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