Adolescents' Health Through Mobile Apps, Wearables, and a Gamified TAC ( ActivA-App )
NCT06140225 · Status: NOT_YET_RECRUITING · Phase: NA · Type: INTERVENTIONAL · Enrollment: 480
Last updated 2023-11-18
Summary
A primary factor in preventing diseases in adulthood, as well as overweight and obesity, is the promotion of physical activity from childhood and adolescence. Although the recommendations for practicing physical activity at this stage are broad, low rates of practice that do not comply with the recommendations are reported. There is a high percentage of use of new technologies, particularly mobile applications, they have been used with some success to improve the health of similar populations, although its use for this purpose has certain limitations. Therefore, this project will investigate whether the use of various mobile and wearable applications can be an effective way to periodically increase physical activity levels and establish new healthy habits that improve the present and future health of adolescents. Several secondary education centers in the Region of Murcia will participate in this project. The objective is to obtain relevant results that can serve as a starting point for other interventions at a national or international level.
Conditions
- Adolescent Behavior
- Physical Activity
- New Technologies
Interventions
- BEHAVIORAL
-
"PACER" Application
It is an application that allows the recording of the sports activities performed. It includes alerts and reminders that allow you to plan your sports practice in advance, as well as a weekly record of the activities and kilometers run, and a comparative analysis with the previous week.
- BEHAVIORAL
-
"MapMyWalk" Application
It is an application that promotes the practice of physical activity by recording the sports activities that the subject performs, as well as the dissemination of the same in social networks and participation in challenges available to users around the world. In addition, this application includes reminders of physical activity and personal achievements to encourage the practice of sports.
- BEHAVIORAL
-
"Strava" Application
It is an application that promotes sports practice, nutritional habits and the necessary rest. Nutrition and sleep will be introduced as variables that favor a healthy lifestyle.
- BEHAVIORAL
-
"POKEMON GO" APPLICATION
It is a mobile game that favors the increase of physical activity because it is necessary to walk to achieve the proposed objectives.
- BEHAVIORAL
-
"JEFIT" APPLICATION
It is an app whose goal is to be a support in training of strength-resistance training. Setting a specific goal, with a full databaseover of exercises to perform.
- BEHAVIORAL
-
"FITBIT-FLEX" APPLICATION
It is a physical activity wereable. It acts as a witness to physical activity and transmits the data to the computer or smartphone.
- BEHAVIORAL
-
"MEIZU BONG 2S" APPLICATION
It is a physical activity wereable. It acts as a witness to physical activity and transmits the data to the computer or smartphone.
Sponsors & Collaborators
-
Universidad Católica San Antonio de Murcia
lead OTHER
Principal Investigators
-
Raquel Vaquero-Cristobal, PhD · Universidad de Murcia
Study Design
- Allocation
- RANDOMIZED
- Purpose
- TREATMENT
- Masking
- DOUBLE
- Model
- PARALLEL
Eligibility
- Min Age
- 12 Years
- Max Age
- 16 Years
- Sex
- ALL
- Healthy Volunteers
- Yes
Timeline & Regulatory
- Start
- 2024-01-01
- Primary Completion
- 2024-01-01
- Completion
- 2024-07-01
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