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Effect of active video games on students during physical education classes in school

Not Applicable
Recruiting
Conditions
Disorders of environmental origin
Anxiety
Mood Disorders
Disorders of Excessive Somnolence
Self Concept
F02.463.425.770.379
F01.470.132
F03.600
F01.752.747.792
C10.886.425.800.200
Registration Number
RBR-5fm97x
Lead Sponsor
niversidade do Estado de Santa Catarina - UDESC
Brief Summary

Not available

Detailed Description

Not available

Recruitment & Eligibility

Status
Recruiting
Sex
Not specified
Target Recruitment
Not specified
Inclusion Criteria

Participation of students invited to compose the project sample will be voluntary; Inclusion criteria are no health limitations that prevent participation in exercise evaluations or protocols; Students included to participate in the study should be in the elementary or high school classes, and should be between the ages of 07 to 18 years; be able to participate regularly in the physical education classes proposed by the school.

Exclusion Criteria

Exclusion criteria for the research participant are: withdrawal request by the participant or guardian; presentation of some physical limitation that makes the practice of exergames impossible; attend less than 75% of classes.

Study & Design

Study Type
Intervention
Study Design
Not specified
Primary Outcome Measures
NameTimeMethod
We will observe whether the practice of exergames during physical education classes produces significant differences in the physical and psychological health of children and adolescents compared to physical education classes.
Secondary Outcome Measures
NameTimeMethod
We will observe whether the practice of exergames during physical education classes has significant lasting positive effects after 3 weeks of the last session on the physical and psychological health of children and adolescents compared to physical education classes.
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