BEYOND PHYSICAL ACTIVITY: INTEGRATING EXERGAMING, GAMIFICATION, AND COOPERATIVE LEARNING IMPROVES CHILDREN'S HEALTH-RELATED QUALITY OF LIFE, SLEEP QUALITY, AND PSYCHOSOCIAL FUNCTIONING
试验速览
- 阶段
- 不适用
- 状态
- 已完成
- 发起方
- 入组人数
- 176
- 试验地点
- 1
- 主要终点
- Health-Related Quality of Life
研究概览
简要总结
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.
研究设计
- 研究类型
- Interventional
- 分配方式
- Randomized
- 干预模型
- Parallel
- 主要目的
- Treatment
- 盲法
- Single (Outcomes Assessor)
入排标准
- 年龄范围
- 8 Years 至 12 Years(Child)
- 性别
- All
- 接受健康志愿者
- 是
入选标准
- •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.
排除标准
- •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).
研究组 & 干预措施
Experimental: Gamified Cooperative Exergaming Program
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.
干预措施: Gamified Cooperative Exergaming Program (Behavioral)
Conventional Physical Education
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.
干预措施: Conventional Physical Education (Other)
结局指标
主要结局
Health-Related Quality of Life
时间窗: 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
时间窗: 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
时间窗: 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.
次要结局
未报告次要终点
研究者
Agustín Aibar Almazán
Principal Investigator
University of Jaén
