Can Active Gamification Improve the Physical and Mental Health of Primary School Children?
Can Active Gamification Improve the Physical and Mental Health of Primary School Children?
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.
Inclusion Criteria:
Those students who did not meet the inclusion criteria were able to participate in the intervention with their peers, but were not considered in the analysis.
Exclusion Criteria: