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Gamification Effects on the 6-Minute Walk Test in Children

Recruiting

Effect of Gamification on 6-Minute Walk Test Performance and Engagement in Pediatric Neuromuscular Patients

Who can join

Ages 6 to 12 · All sexes

Full eligibility criteria
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.

About the study

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.

What is being tested

Sponsor: David Toupin · Participants: 20 · Started: Jun 12, 2026

Contact the study team

Official record on ClinicalTrials.gov — NCT07216339

Locations in the U.S.

KentuckyUniversity of Kentucky, Lexington

From ClinicalTrials.gov, data retrieved Sep 30, 2026. Each study sets its own eligibility; the study team decides who can join.