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.
Age range
8 Years – 11 Years
Sex
ALL
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A starting point for the conversation — always confirm anything about your own eligibility, costs, and care with the study team and your doctor.
Anxiety
Timeframe: Up to twelve weeks
Sleep quality
Timeframe: Up to twelve weeks
Self-Esteem
Timeframe: Up to twelve weeks
Self-Concept
Timeframe: Up to twelve weeks
Social Skills
Timeframe: Up to twelve weeks
Concentration and Selective Attention
Timeframe: Up to twelve weeks
Creativity
Timeframe: Up to twelve weeks
Memory
Timeframe: Up to twelve weeks
Aerobic capacity
Timeframe: Up to twelve weeks
Speed and agility
Timeframe: Up to twelve weeks
Muscular strength
Timeframe: Up to twelve weeks
Flexibility
Timeframe: Up to twelve weeks