AzTrials
AzTrials

StudentsNCT06849700

Effects of Active Gamification in Primary School Children

A study testing Active gamification in people with Students and Mental Health Issue, run by University of Jaén at 1 site in Spain.

Completed

Finished. The study has ended and is not enrolling. Results may be posted on the official record.

Official record
Search all trials

Trial summary

Active gamification, which incorporates game elements with physical interaction, is presented as an innovative strategy to address children's physical and mental health. This study aims to evaluate the impact of an active gamification program on these variables in primary school children. Read more about this study

Who is it for?
Ages 8 to 11 years
Conditions the study is for
Students, Mental Health Issue, Physical Condition
What is being tested?
Active gamification
Could I receive a placebo?
No, everyone receives an active treatment
How many people
120 participants
Where
1 siteSpain
Study dates
8 Oct 2024to 3 Jan 2025
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 11 years
  • All sexes
  • No healthy volunteers
  • Child

Who may be able to join

  • Age between 8 and 11 years
  • No medical contraindication for physical activity
  • No intellectual disability that could interfere with understanding or compliance with the study procedures; and iv) informed consent from parents or legal guardians.
  • Those students who did not meet the inclusion criteria were able to participate in the intervention with their peers, but were not considered in the analysis.

Who cannot join

  • Diagnosis of neuromotor disorder or severe physical disability that limits participation in the scheduled physical activity
  • Presence of severe psychological or behavioral disorders that make integration into group activities difficult.
  • Use of medication that significantly affects physical or cognitive performance.
  • Failure to attend more than 20% of the intervention program sessions
  • Withdrawal of informed consent by parents or legal guardians during the study

Trial locations and contacts

1 site in 1 country.

Spain1 site
  • Agustín Aibar Almazán

    Jaén

Other trials in Spain

About this study

Official title: Can Active Gamification Improve the Physical and Mental Health of Primary School Children?

Active gamification, which incorporates game elements with physical interaction, is presented as an innovative strategy to address children's physical and mental health. This study aims to evaluate the impact of an active gamification program on these variables in primary school children. To this end, a randomized clinical trial will be conducted with 120 children between the ages of 8 and 11. Participants will be randomly assigned to one of two groups: an experimental group, which will participate in a program designed to promote physical activity through game-based dynamics for 12 weeks, and a control group, which will continue with traditional physical education classes without modifications to their usual methodology. The program implementation includes structured sessions with activities designed to encourage interaction, movement, and decision-making in a playful environment, with the aim of improving children's engagement and adherence to the intervention.

Being tested
Active gamification

What participants receive

What participants receive. In a randomised study each person is assigned to one group by chance.

  • Active gamificationOther

    The experimental group participated in a physical exercise program for primary school children, with 45-minute sessions three times a week, including warm-up, main activities, and awards. Designed to enhance engagement through game mechanics, the program progressed in three phases: Explorers in Action (Weeks 1-4) focused on coordination, agility, and teamwork with games like "Conquering Territories"; Movement Heroes (Weeks 5-8) emphasized endurance, collaboration, and strategy through activities like "Quest for the Gems"; and Health Guardians (Weeks 9-12) incorporated strength, planning, and teamwork challenges, culminating in a final integrated skills circuit. The program promoted continuous improvement in physical and cooperative abilities.

Study groups in NCT06849700
Study groupRoleWhat they receive
Control GroupNo interventionThe control group continued with their traditional Physical Education classes.
Experimental GroupExperimentalThe experimental group participated in a program based on the gamification of physical exercise
Receives: Other: Active gamification

What is being measured

The primary outcome is the main question the study is designed to answer.

  1. Anxiety

    Anxiety will be assessed using the short version of the Spence Children's Anxiety Scale for Spanish children (SCAS-C-8), in its version validated in Spanish. This scale consists of 18 items, each of them rated on a Likert-type scale from 0 to 3 (0 = Never, 1 = Sometimes, 2 = Often and 3 = Always), where higher scores indicate a greater presence of anxiety symptoms.

    Measured: Up to twelve weeks

  2. Sleep quality

    The Children's Sleep Habits Questionnaire (CSHQ) assesses sleep quality in children using 33 items rated on a Likert scale (1-3), with total scores ranging from 33 to 99, where higher scores indicate more sleep problems. The Spanish-validated version was used in this study. The questionnaire is divided into eight subscales: Bedtime Resistance, Sleep Onset Delay, Sleep Duration, Sleep Anxiety, Night Wakings, Parasomnias, Sleep-Disordered Breathing, and Daytime Sleepiness. The CSHQ Global Score is the sum of all items.

    Measured: Up to twelve weeks

  3. Self-Esteem

    The self-esteem test for schoolchildren, in its Spanish version, evaluates how the student perceives themselves through 25 items, of which 23 are statements that are answered with either "YES" or "NO." Scoring is done using a template provided by the author, where the correct answers for a high self-esteem level are indicated. If the student's answer matches the template, 1 point is awarded; if it does not, no points are given. The items with "NO" answers are 1, 4, 8, 10, 12, 13, 15, 16, 17, 19, 20, and 21, while the "YES" answers are 2, 3, 5, 6, 7, 9, 11, 14, 18, 22, and 23. Based on the total score (PD), the self-esteem level is determined: 22-25 points, high self-esteem; 17-21 points, tendency toward high self-esteem; 16 points, at-risk self-esteem; 12-15 points, tendency toward low self-esteem; and 11 or fewer points, low self-esteem.

    Measured: Up to twelve weeks

  4. Self-Concept

    The Garley Self-Concept Questionnaire, validated in Spanish for primary school students, consists of 48 statements divided into six dimensions: (a) physical self-concept, (b) social acceptance, (c) family self-concept, (d) intellectual self-concept, (e) personal self-evaluation, and (f) sense of control. Each dimension has 8 items. Responses are measured on a 5-point Likert scale: never (1), rarely (2), I could not say (3), often (4), and always (5). The questionnaire includes both direct (items 1-2, 4-7, 9-10, etc.) and inverse (items 3, 8, 11, etc.) items. For direct items, scoring follows the standard scale, while for inverse items, the scale is reversed. The scores for each subscale range from 8 to 40 points, with higher scores indicating a better self-concept. The overall score is calculated by summing the individual items.

    Measured: Up to twelve weeks

  5. Social Skills

    The Matson Evaluation of Social Skills in Youngsters (MESSY), in its Spanish version, was used to assess social skills in students. The questionnaire includes a four-step response format: never, sometimes, often, and always. It evaluates five factors: appropriate social skills (24 items) such as making friends and emotional expressiveness (e.g., "I look at people when I talk to them"); inappropriate assertiveness (16 items) addressing aggressive behaviors (e.g., "I take things that are not mine without permission"); impulsivity (5 items) such as getting easily angry (e.g., "I interrupt others when they are speaking"); overconfidence (6 items) involving self-overvaluation (e.g., "I like to brag to others about the things I have"); and jealousy/loneliness (4 items) exploring feelings of isolation (e.g., "I feel lonely"). Only the student version of MESSY was used in this study.

    Measured: Up to twelve weeks

  6. Concentration and Selective Attention

    The D2 test, in its Spanish version, assesses selective attention and concentration in the school context. The participant's task is to carefully check, starting from left to right, what is written on each line and must mark all the letters that have two small lines (two lower, two upper, or one lower and one upper) with a "d". These elements are considered relevant. The other combinations (the "d" and the "p", with and without lines) are known as irrelevant, and should not be marked. The participant has 20 s for each line. This test has demonstrated excellent reliability, with ranges between 0.90 and 0.97 for both Cronbach's α and the test-retest, and has also shown convergent and divergent validity.

    Measured: Up to twelve weeks

  7. Creativity

    The Creative Intelligence Test (CREA) is used to assess creative intelligence by cognitively assessing creativity on an individual basis by reproducing question indicators within a theoretical context of research and problem solving. The procedure consists of showing a photograph to the child and asking him to fill in the blank spaces at the top of the copy with the data that appear. The task is based on writing, briefly, as many pre-questions as possible about what it shows. The CREA test has been found to meet the standards of reliability and validity required for a psychological test (Cronbach's α = 0.875).

    Measured: Up to twelve weeks

  8. Memory

    To assess memory, a 1-minute ad hoc test was used, based on the original ideas of the memory test included in the Spanish adaptation of the Reynolds Intelligence Scale [RIAS]. A poster of 15 randomly selected Spanish playing cards was projected for 20 seconds on a 3 x 2 meter screen. Immediately afterward, participants had 40 seconds to record on a standardized sheet the greatest number of cards they could remember. The total number of correct answers was counted (range 0-15). Before the test, it was verified that all participants knew the structure and content of the 40 cards in the Spanish deck.

    Measured: Up to twelve weeks

  9. Aerobic capacity

    This will be determined using the 20-meter Course Navette Test, an incremental test in which participants must run from end to end over a distance of 20 meters, following an audible signal and increasing their speed in 0.5 km/h intervals every minute. The test will begin at a speed of 8.5 km/h and will end when the participant fails to maintain the pace on two consecutive attempts or stops. In each case, the number of periods passed will be recorded at the end of the test. This test will be administered only once at the end of the data collection session.

    Measured: Up to twelve weeks

  10. Speed and agility

    The 4x10-meter shuttle test will be used, in which students must cover the distance four times at maximum speed.

    Measured: Up to twelve weeks

  11. Muscular strength

    This will be measured through three tests: i) upper body strength will be assessed using a handheld dynamometer, in which a handheld dynamometer will be used for each limb; ii) lower body strength will be analyzed using the horizontal jump test without momentum; and iii) a muscular endurance test will also be performed with a 30-second sit-up test.

    Measured: Up to twelve weeks

  12. Flexibility

    This test will be assessed using the Sit-and-Reach test. The test will be performed using a special 33 cm box with a sliding ruler attached to the top. Participants will sit on the floor with their knees extended, shoulder-width apart, and their feet in contact with the bottom of the box. They will be asked to bend their torso and extend their arms forward as far as possible, holding the final position for at least two seconds. The test will be performed twice, and the best result in centimeters will be recorded.

    Measured: Up to twelve weeks

Timeline

From the start of the study to its completion; the mark is today. Estimated dates are the sponsor’s plan.

  1. First posted27 Feb 2025
  2. Study start8 Oct 2024
  3. Primary completion10 Oct 2024
  4. Study completion3 Jan 2025

Resources

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
Triple blind
Who is masked
Care provider, Investigator, Outcomes assessor
Enrolment
120 participants (actual)
IDs, dates and publications
ClinicalTrials.gov ID
NCT06849700
Sponsor's protocol ID
*University of Jaén*
Status last verified
Jul 2025
First submitted
17 Feb 2025
Last updated
16 Jul 2025
Results posted
No
Data monitoring committee
No
FDA-regulated drug
No
FDA-regulated device
No

Questions about this trial

What is this clinical trial studying?

A study testing Active gamification in people with Students and Mental Health Issue, 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 4 inclusion and 5 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 16 Jul 2025. 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?

Anxiety (time frame: Up to twelve weeks). The study lists 12 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 16 Jul 2025.

Free account

Log in to keep searching

You’ve used your 3 free searches. AzTrials is free: log in or create a free account to keep searching clinical trials and save the ones you want to follow.

Create a free accountLog in