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
1 other identifier
interventional
176
1 country
1
Brief Summary
This study evaluates the effects of an 8-week gamified cooperative exergaming program implemented during regular physical education lessons in primary school children. Participants were assigned by classroom to either an experimental group, which completed "The Movement League" program integrating dance-based exergames, cooperative learning, and gamification, or a control group, which received conventional physical education. The study aims to determine whether this multicomponent intervention improves motivation toward physical education, increases habitual physical activity, and reduces sedentary behavior compared with standard physical education.
Trial Health
Trial Health Score
Automated assessment based on enrollment pace, timeline, and geographic reach
participants targeted
Target at P75+ for not_applicable
Started Feb 2026
Shorter than P25 for not_applicable
1 active site
Health score is calculated from publicly available data and should be used for screening purposes only.
Trial Relationships
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Study Timeline
Key milestones and dates
Study Start
First participant enrolled
February 2, 2026
CompletedPrimary Completion
Last participant's last visit for primary outcome
March 26, 2026
CompletedStudy Completion
Last participant's last visit for all outcomes
April 2, 2026
CompletedFirst Submitted
Initial submission to the registry
July 20, 2026
CompletedFirst Posted
Study publicly available on registry
July 23, 2026
CompletedJuly 24, 2026
July 1, 2026
2 months
July 20, 2026
July 23, 2026
Conditions
Outcome Measures
Primary Outcomes (3)
Health-Related Quality of Life
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.
Baseline and immediately after the 8-week intervention
Sleep Quality
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
Psychosocial Functioning
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.
Baseline and immediately after the 8-week intervention
Study Arms (2)
Experimental: Gamified Cooperative Exergaming Program
EXPERIMENTALParticipants 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.
Conventional Physical Education
ACTIVE COMPARATORParticipants 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.
Interventions
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.
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.
Eligibility Criteria
You may qualify if:
- 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.
You may not qualify if:
- 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).
Contact the study team to confirm eligibility.
Sponsors & Collaborators
Study Sites (1)
Primary School
Jaén, Spain
MeSH Terms
Conditions
Condition Hierarchy (Ancestors)
Study Design
- Study Type
- interventional
- Phase
- not applicable
- Allocation
- RANDOMIZED
- Masking
- SINGLE
- Who Masked
- OUTCOMES ASSESSOR
- Purpose
- TREATMENT
- Intervention Model
- PARALLEL
- Sponsor Type
- OTHER
- Responsible Party
- PRINCIPAL INVESTIGATOR
- PI Title
- Principal Investigator
Study Record Dates
First Submitted
July 20, 2026
First Posted
July 23, 2026
Study Start
February 2, 2026
Primary Completion
March 26, 2026
Study Completion
April 2, 2026
Last Updated
July 24, 2026
Record last verified: 2026-07