Resistance Training Based on Gamification in Children Aged 10-12 Years Old During Physical Education
NCT06145529 · Status: NOT_YET_RECRUITING · Phase: NA · Type: INTERVENTIONAL · Enrollment: 300
Last updated 2023-11-27
Summary
For this investigation a total of ≃300 children (grades 5 and 6; 10-12 years of age) from 6 randomly selected schools in Valencia (Spain) will be enrolled during 8 weeks in one of the experimental groups (EG): EG1 (15' of RT Functional HIIT circuit program), EG2 (the same EG1 program but with a gamification approach) or CG (control group). Outcomes will include age and sex, maturity, PA profile, MF (assessed using an ad hoc battery), anthropometry and body composition (weight, height, sitting height, waist circumference and BMI) as well as the enjoyment and motivation during physical education. An interactive app in a digital device will be used for the gamification story, the point's registration with the personal children's avatar and content learning by flipped classroom. The hypothesis of the RETRAGAM study posits that children who participate in the gamified RT intervention will experience greater improvements in MF, body composition, motivation, and enjoyment compared to those who carry out the same intervention without gamification, as well as the control group (CG). Thus, the primary aim of the RETRAGAM study is to examine the effectiveness of a school-based RT intervention on MF, body composition, motivation, and enjoyment in children aged 10 to 12 years. Additionally, the study will compare the effects on the main outcomes among several intervention groups (i.e., RT, RT with gamification approach and the CG).
Conditions
- Muscular Fitness
Interventions
- OTHER
-
RT Functional HIIT circuit program (15 minutes) with or without gamification approach
EG1 (RT Functional HIIT circuit program): This intervention involves a 15-minute Resistance Training (RT) Functional High-Intensity Interval Training (HIIT) circuit program. The focus is on functional movements performed at a high intensity within intervals. EG2 (RT Functional HIIT circuit program with gamification): This intervention replicates the RT Functional HIIT circuit program from EG1 but incorporates gamification strategies. Gamification involves the application of game-like elements, such as points, rewards, and competition, to make the exercise routine more engaging and enjoyable for the participants. Control Group (CG): Children in the control group continue with their regular Physical Education (PE) sessions, maintaining their usual routine
Sponsors & Collaborators
-
University of Valencia
lead OTHER
Principal Investigators
-
Javier Molina-García · University of Valencia
Study Design
- Allocation
- RANDOMIZED
- Purpose
- OTHER
- Masking
- NONE
- Model
- FACTORIAL
Eligibility
- Min Age
- 9 Years
- Max Age
- 13 Years
- Sex
- ALL
- Healthy Volunteers
- Yes
Timeline & Regulatory
- Start
- 2023-12-01
- Primary Completion
- 2024-04-01
- Completion
- 2024-04-05
Countries
- Spain
Study Locations
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