Physical ActivityNCT07724002
Gamified Exergaming Program in Primary School
A study testing Gamified Cooperative Exergaming Program and Conventional Physical Education in people with Physical Activity, run by University of Jaén at 1 site in Spain.
Trial 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… Read more about this study
- Who is it for?
- Ages 8 to 12 yearsHealthy volunteers can take part
- Conditions the study is for
- Physical Activity
- What is being tested?
- Gamified Cooperative Exergaming Program and Conventional Physical Education
- Type of treatment
- Lifestyle or therapy programme
- Could I receive a placebo?
- No, everyone receives an active treatment
- How many people
- 176 participants
- Where
- 1 siteSpain
- Study dates
- 2 Feb 2026to 2 Apr 2026
- Phase
- Interventional
- Are there results?
- None posted in the registry
Key requirements
Who can take part, as listed by the sponsor. Only the study team can confirm whether you are eligible, so take this list to your doctor.
- Ages 8 to 12 years
- All sexes
- Healthy volunteers accepted
- Child
Who may be able to join
- 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.
Who cannot join
- 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).
Trial locations and contacts
1 site in 1 country.
About this study
Official title: BEYOND PHYSICAL ACTIVITY: INTEGRATING EXERGAMING, GAMIFICATION, AND COOPERATIVE LEARNING IMPROVES CHILDREN'S HEALTH-RELATED QUALITY OF LIFE, SLEEP QUALITY, AND PSYCHOSOCIAL FUNCTIONING
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.
- Conditions
- Physical Activity
- Being tested
- Gamified Cooperative Exergaming Program, Conventional Physical Education
- Medical subject headings
- Motor Activity
What participants receive
What participants receive. In a randomised study each person is assigned to one group by chance.
Gamified Cooperative Exergaming ProgramBehavioural
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.
Conventional Physical EducationOther
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.
| Study group | Role | What they receive |
|---|---|---|
| Experimental: Gamified Cooperative Exergaming Program | Experimental | 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. Receives: Behavioral: Gamified Cooperative Exergaming Program |
| Conventional Physical Education | Active comparator | 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. Receives: Other: Conventional Physical Education |
What is being measured
The primary outcome is the main question the study is designed to answer.
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.
Measured: 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.
Measured: 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.
Measured: Baseline and immediately after the 8-week intervention
Timeline
From the start of the study to its completion; the mark is today. Estimated dates are the sponsor’s plan.
- First posted23 Jul 2026
- Study start2 Feb 2026
- Primary completion26 Mar 2026
- Study completion2 Apr 2026
Resources
- Official record on ClinicalTrials.govThe registry entry this page is built from, with its full change history.
- Other trials for Physical ActivityStudies of the same condition, open and under way.
- What the trial phases meanHow a treatment moves from first tests in people to approval.
More details
For doctors and researchers: how the study is designed, who runs it, and its registry IDs.
Study design
- Study type
- Interventional
- Phase
- Phase N/A
- Primary purpose
- Treatment
- Allocation
- Randomised
- Intervention model
- Parallel groups
- Masking
- Single blind
- Who is masked
- Outcomes assessor
- Enrolment
- 176 participants (actual)
Sponsor and investigators
- Lead sponsor
- University of Jaén
- Sponsor type
- University, hospital or other
- Responsible party
- Principal investigator, Agustín Aibar Almazán, University of Jaén
IDs, dates and publications
- ClinicalTrials.gov ID
- NCT07724002
- Sponsor's protocol ID
- U.AC3
- Status last verified
- Jul 2026
- First submitted
- 20 Jul 2026
- Last updated
- 24 Jul 2026
- Results posted
- No
- FDA-regulated drug
- No
- FDA-regulated device
- No
Study at a glance
From the registry record, last updated by the sponsor on 24 Jul 2026. Recruitment status is as the sponsor reported it: confirm with the study team.
- Official title
- BEYOND PHYSICAL ACTIVITY: INTEGRATING EXERGAMING, GAMIFICATION, AND COOPERATIVE LEARNING IMPROVES CHILDREN'S HEALTH-RELATED QUALITY OF LIFE, SLEEP QUALITY, AND PSYCHOSOCIAL FUNCTIONING
- ClinicalTrials.gov ID
- NCT07724002
- Acronym / sponsor ID
- U.AC3
- Conditions
- Physical Activity
- Study type
- Interventional
- Recruitment status
- Completed
- Enrolment
- 176 participants (actual)
- Lead sponsor
- University of JaénUniversity, hospital or other
- Study start
- 2 Feb 2026 (actual)
- Primary completion
- 26 Mar 2026 (actual)
- Study completion
- 2 Apr 2026 (actual)
- First posted
- 23 Jul 2026 (actual)
- Results
- Not posted in the source record
Clinical summary
The research question as the sponsor registered it. This describes what the study plans to test, not what it found.
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.
Study design
- Primary purpose
- Treatment
- Allocation
- Randomised
- Intervention model
- Parallel groups
- Masking
- Single blind (outcomes assessor)
- Number of arms
- 2
| Arm | Type | Receives |
|---|---|---|
| Experimental: Gamified Cooperative Exergaming Program | Experimental | Behavioral: Gamified Cooperative Exergaming ProgramParticipants 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 comparator | Other: Conventional Physical EducationParticipants 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. |
Who may qualify
- Ages
- 8 to 12 years
- Sex
- All
- Healthy volunteers
- Accepted
- Age groups
- Child
Key inclusion criteria (5 listed)
- 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.
Key exclusion criteria (4 listed)
- 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).
Eligibility is decided by the study team after screening; this overview does not establish that a patient qualifies. Full inclusion and exclusion criteria.
Interventions
| Intervention | Type | Arms |
|---|---|---|
| Gamified Cooperative Exergaming ProgramAn 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. | Behavioural | Experimental: Gamified Cooperative Exergaming Program |
| Conventional Physical EducationStandard 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. | Other | Conventional Physical Education |
Primary outcome
Health-Related Quality of Life
Time frame: Baseline and immediately after the 8-week intervention
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.
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.
Psychosocial Functioning
Time frame: Baseline and immediately after the 8-week intervention
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.
Results and safety
The study is completed, but results are not available in the source record. That does not mean the treatment did or did not work.
Research links
- Official record on ClinicalTrials.govLast updated by the sponsor 24 Jul 2026.
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Referral and contact
AzTrials does not enrol participants or take referrals. Contact the study team or a site listed below; they decide who can take part. This study is not recruiting at the moment.
The record lists no contact. Use the official record to reach the sponsor.
1 site in 1 country: see every site and its status.
Questions about this trial
What is this clinical trial studying?
A study testing Gamified Cooperative Exergaming Program and Conventional Physical Education in people with Physical Activity, run by University of Jaén at 1 site in Spain.
The full registered description is in the About this study section and the official record.
Who may be eligible to take part?
The sponsor lists 5 inclusion and 4 exclusion criteria. Eligibility is decided by the study team after screening, so read the full criteria and contact a listed site.
Is this clinical trial currently recruiting?
The record says: finished, as of the sponsor's last update on 24 Jul 2026. Status can change between updates, so confirm with the study contact before making plans.
Where is the study taking place?
The record lists 1 site in Spain. Whether a site is taking part right now should be confirmed with that site. See every site.
What are the possible benefits and risks?
They depend on the study and the treatment, and no study can promise a benefit. The study team explains the known risks during informed consent, before anyone joins; the record itself does not list them.
Are results available for this study?
The study is completed, but results are not available in the source record. That does not mean the treatment did or did not work.
How can a doctor refer a patient or contact the research team?
The record lists no contact. The official record names the sponsor, who can be asked directly. AzTrials does not enrol participants or take referrals.
What does the primary outcome measure?
Health-Related Quality of Life (time frame: Baseline and immediately after the 8-week intervention). The study lists 3 primary outcomes in all. It is what the study was designed to measure, not a finding.
Where can I read the original study information?
Does a listing mean the treatment is approved or proven to work?
No. A listing means the study is registered. It does not show that the treatment is safe, works, or is approved by a regulator.
How often is this information updated?
AzTrials copies changed records from ClinicalTrials.gov every night and reloads the whole registry every week. The sponsor last updated this record on 24 Jul 2026.