Gamification Effects on the 6-Minute Walk Test in Children (NCT07216339) | Clinical Trial Compass
Not Yet RecruitingNot Applicable
Gamification Effects on the 6-Minute Walk Test in Children
United States20 participantsStarted 2026-04
Plain-language summary
The goal of this study is to learn if adding a game to the 6-minute walk test for children with neuromuscular disorders will increase enjoyment and motivation to complete the test.
Who can participate
Age range6 Years – 12 Years
SexALL
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AI-rewrites the medical criteria so a patient or caregiver can understand them. Always confirm with the trial site.
Inclusion Criteria:
* Clinical diagnosis of, or active evaluation for, a neuromuscular disorder
* Able to ambulate (with or without usual orthoses/assistive device) sufficiently to attempt a 6-minute walk.
* Note: Acceptable if the patient needs to take breaks or sit during the test. Those unable to finish are counted as protocol deviations, not exclusions.
* Medically stable on the test day (no acute illness or recent surgery that would contraindicate moderate exercise).
* Child able to understand simple instructions in English and provide assent (if applicable based upon age and developmental level); parent/guardian able to provide consent in English.
Exclusion Criteria:
* Non-ambulatory or unsafe to attempt walking as judged by the treating physician.
* Severe cognitive/behavioral impairment that precludes following instructions.
* Acute cardiopulmonary, orthopedic, or other medical condition that makes walking unsafe on the test day.
* Non-English-speaking family (materials are available only in English for this pilot).
* Any child/parent who declines consent/assent or withdraws at any time.
What they're measuring
1
Change in 6 minute walk distance
Timeframe: Baseline and post intervention (approximately 20 minutes)