Effect of Gamification on 6-Minute Walk Test Performance and Engagement in Pediatric Neuromuscular Patients
David Toupin
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.
Eligibility
- Age range
- 6–12 years
- Sex
- All
- Healthy volunteers
- No
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 development…
Interventions
- OtherStandard 6MWT
ATS-standard instructions, no electronic system; Conducted in hallway measuring total length of 90ft (27.4 meters). Patients will walk down-and-back. A seated rest period of ≥10 min separates the two tests to minimize fatigue carry-over.
- OtherGamified 6MWT
identical course but child carries a RFID tag; at each lap the child taps an on an RFID reader, awarding a point and leveling-up an on-screen avatar; Conducted in hallway measuring total length of 90ft (27.4 meters). Patients will walk down-and-back.A seated rest period of ≥10 min separates the two tests to minimize fatigue carry-over.
Location
- University of KentuckyLexington, Kentucky