Study on the Effect of a Gamified Health Education Programme on Primary School Children

NCT ID: NCT07276412

Last Updated: 2025-12-11

Study Results

Results pending

The study team has not published outcome measurements, participant flow, or safety data for this trial yet. Check back later for updates.

Basic Information

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Recruitment Status

RECRUITING

Clinical Phase

NA

Total Enrollment

500 participants

Study Classification

INTERVENTIONAL

Study Start Date

2024-09-02

Study Completion Date

2026-09-07

Brief Summary

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This randomised study evaluates the effectiveness of Health Education through a Gamified Health Programme on diet, sedentary behaviour and daily physical activity in primary school children.

Detailed Description

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The prevalence of childhood obesity is high, being a serious health problem in our country, where 4 out of ten boys and girls are overweight.

Among the risk factors associated with obesity, the most prominent continue to be: lack of physical activity, those related to eating habits and excess time in front of screens.

Given that obesity is considered one of the most serious epidemics of the 21st century and that, if it is not stopped in childhood, it can cause serious health problems in adulthood, it is very important to work on this stage to reduce it.

In this evolutionary stage, children spend a lot of time in schools; Involving their teachers and teachers is important, but it is still necessary to do it with families as well. In this field, in that of fathers, mothers and/or guardians, the data shows parental weakness in aspects related to Health Education, such as those shown by the ALADINO 2019 study, where they point out that 7 out of 10 schoolchildren with excess weight are perceived by their parents as within a normal weight.

Our Health Education Program aims to ensure that the main actors (children) are accompanied and guided by their families and their teachers in the implementation of a series of activities associated with the achievement or improvement of daily habits. related to the previously indicated risk factors.

The Health Program, lasting 6 months, consists of daily, weekly or fortnightly activities. All of them interrelated and connected under the common objective of initiating or consolidating the aforementioned habits, in such a way that they improve the values of overweight in our sample.

We try to involve the child through gamification, through a story embodied in an interface that makes them feel involved. The achievement and fulfillment of each entrusted task will mean a series of achievements that will motivate the participants to continue accepting challenges.

Conditions

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Gamification in Health Education Health Education

Study Design

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Allocation Method

RANDOMIZED

Intervention Model

PARALLEL

Primary Study Purpose

TREATMENT

Blinding Strategy

DOUBLE

Participants Investigators

Study Groups

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Control Group

Group without weekly Health Education Programme and without reward for gamified activity

Group Type NO_INTERVENTION

No interventions assigned to this group

Group A

Group without weekly Health Education Programme and with reward for gamified activity

Group Type EXPERIMENTAL

Intervention - A

Intervention Type BEHAVIORAL

For this Intervention Group, rewards act as the main motivating factor for the children in this intervention group. Each time they complete the activities proposed in the application, they receive a "Bellotex Salud" avatar card, which symbolises their progress and identifies them as "Bellotex Masters". This gamified recognition boosts their involvement and reinforces their adherence to the intervention.

In addition, this group does not attend weekly health education sessions, so the improvements observed can be attributed to the use of the app and the motivation generated by the rewards associated with the healthy habits worked on.

Group B

Group with weekly Health Education Programme and no reward for gamified activity

Group Type EXPERIMENTAL

Intervention - B

Intervention Type BEHAVIORAL

In this Intervention Group, participants will not have access to the rewards that act as the main motivating factor. Each time they complete the activities proposed in the application, they will pass the challenge but will not receive the "Bellotex Health" avatar card, which symbolises their progress and identifies them as "Bellotex Masters", thus allowing them to assess their potential involvement and adherence to the intervention without the reinforcement of gamified recognition.

However, this group has access to weekly health education sessions, so the improvements observed can be attributed to the use of the app and the training received through these capsules associated with different healthy habits.

Group C

Group with weekly Health Education Programme and gamified activity rewards

Group Type EXPERIMENTAL

Intervention - C

Intervention Type BEHAVIORAL

For this Intervention Group, rewards act as the main motivating factor. Each time they complete the activities proposed in the application, they receive a "Bellotex Salud" avatar card, which symbolises their progress and identifies them as "Bellotex Masters". This gamified recognition boosts their involvement and reinforces their adherence to the intervention.

In addition, this group has access to weekly health education sessions, so that the improvements observed can be attributed to the use of the app and the training received through these capsules associated with different healthy habits.

Interventions

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Intervention - A

For this Intervention Group, rewards act as the main motivating factor for the children in this intervention group. Each time they complete the activities proposed in the application, they receive a "Bellotex Salud" avatar card, which symbolises their progress and identifies them as "Bellotex Masters". This gamified recognition boosts their involvement and reinforces their adherence to the intervention.

In addition, this group does not attend weekly health education sessions, so the improvements observed can be attributed to the use of the app and the motivation generated by the rewards associated with the healthy habits worked on.

Intervention Type BEHAVIORAL

Intervention - B

In this Intervention Group, participants will not have access to the rewards that act as the main motivating factor. Each time they complete the activities proposed in the application, they will pass the challenge but will not receive the "Bellotex Health" avatar card, which symbolises their progress and identifies them as "Bellotex Masters", thus allowing them to assess their potential involvement and adherence to the intervention without the reinforcement of gamified recognition.

However, this group has access to weekly health education sessions, so the improvements observed can be attributed to the use of the app and the training received through these capsules associated with different healthy habits.

Intervention Type BEHAVIORAL

Intervention - C

For this Intervention Group, rewards act as the main motivating factor. Each time they complete the activities proposed in the application, they receive a "Bellotex Salud" avatar card, which symbolises their progress and identifies them as "Bellotex Masters". This gamified recognition boosts their involvement and reinforces their adherence to the intervention.

In addition, this group has access to weekly health education sessions, so that the improvements observed can be attributed to the use of the app and the training received through these capsules associated with different healthy habits.

Intervention Type BEHAVIORAL

Eligibility Criteria

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Inclusion Criteria

* Pupils enrolled in primary education at schools in Extremadura.

Exclusion Criteria

* All pupils diagnosed with special educational needs will be excluded.
* Pupils who join after the programme has started.
* Absence of informed consent signature to participate in the study and use of the BELLOTEX-SALUD application by the child's parents or legal guardians.
* Any condition that, in the opinion of the investigators, would disqualify the subject from participation in the study.
Minimum Eligible Age

6 Years

Maximum Eligible Age

7 Years

Eligible Sex

ALL

Accepts Healthy Volunteers

Yes

Sponsors

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Universidad de Extremadura

OTHER

Sponsor Role lead

Diputación Provincial de Badajoz

UNKNOWN

Sponsor Role collaborator

Responsible Party

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Francisco Jose Rodriguez Velasco

Professor PhD, University of Extremadura

Responsibility Role PRINCIPAL_INVESTIGATOR

Locations

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University of Extremadura

Badajoz, Badajoz, Spain

Site Status RECRUITING

Countries

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Spain

Central Contacts

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Francisco José Rodríguez Velasco, PhD

Role: CONTACT

+34 924289839 ext. 89839

Facility Contacts

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Francisco José Rodríguez Velasco, PhD

Role: primary

+34 924289839 ext. 89839

Julio Carmona Blesa, RN

Role: backup

+34 927251277 ext. 51277

Other Identifiers

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32/2025

Identifier Type: -

Identifier Source: org_study_id

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