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"Generation Fit and Exerlearning With In the Groove"

This study has been completed.
Sponsor:
ClinicalTrials.gov Identifier:
NCT00424918
First Posted: January 22, 2007
Last Update Posted: May 18, 2017
The safety and scientific validity of this study is the responsibility of the study sponsor and investigators. Listing a study does not mean it has been evaluated by the U.S. Federal Government. Read our disclaimer for details.
Information provided by:
Maine Medical Center
January 18, 2007
January 22, 2007
May 18, 2017
September 2006
September 2007   (Final data collection date for primary outcome measure)
Minutes of activity added in school day.
Same as current
Complete list of historical versions of study NCT00424918 on ClinicalTrials.gov Archive Site
  • Quality of Life change scores
  • Relation to test scores, absenteeism
  • Fitness change scores
  • Change in biological endpoints
  • Others
Same as current
Not Provided
Not Provided
 
"Generation Fit and Exerlearning With In the Groove"
Generation-Fit, a Pilot Study of Youth in Maine Middle Schools Using an "Exerlearning" Dance Video Game to Promote Physical Activity During School
In middle schools participating in a statewide program called "Take Time", we are randomizing youth to a 10-12 week intervention using the dance mat games on the Playstation2 (like Dance Dance Revolution). This program is testing feasibility of using the dance mats as a way to increase activity during the school day. We are using "Groove Masters" as a peer-mentored mechanism to keep track of the activity of youth in the intervention compared to the control group. Our main objective is increase in activity time.

We met with administrators and teachers and obtained consent and assent for this study. After assessing baseline measures (end-of-grade test scores, absenteeism, Pediatric Quality of Life, physical fitness, GEMS Activity Rating Scale, Dennison's measure of sedentary screen time, Physical Activity Enjoyment Scale, BMI%ile, (with a small subset assayed for fasting lipids and glucose, with a smaller subset wearing ActiGraphs for objective measures of activity) we randomized to the intervention or control group.

In our intervention, youth play a dance game at school called "In the Groove", with the goal of 40 additional minutes each week of physical activity during the school hours.

We will obtain change scores and compare the groups to find an effect size for future studies, this this proves acceptable and feasible in Maine schools.

Interventional
Not Provided
Allocation: Randomized
Intervention Model: Factorial Assignment
Masking: None (Open Label)
Primary Purpose: Prevention
Obesity
Behavioral: Physical Activity, reduced sedentary behavior
Not Provided
Lanningham-Foster L, Jensen TB, Foster RC, Redmond AB, Walker BA, Heinz D, Levine JA. Energy expenditure of sedentary screen time compared with active screen time for children. Pediatrics. 2006 Dec;118(6):e1831-5.

*   Includes publications given by the data provider as well as publications identified by ClinicalTrials.gov Identifier (NCT Number) in Medline.
 
Completed
85
September 2009
September 2007   (Final data collection date for primary outcome measure)

Inclusion Criteria:

  • Take Time middle school in Maine with consent/assent

Exclusion Criteria:

  • Any condition that prevents a child from doing physical activity on the dance mat like photic seizures, broken leg, blindness.
Sexes Eligible for Study: All
10 Years to 14 Years   (Child)
Yes
Contact information is only displayed when the study is recruiting subjects
United States
 
 
NCT00424918
MMCRI-3000
Not Provided
Not Provided
Not Provided
Ann Maloney MD, MMCRI
Maine Medical Center
Not Provided
Principal Investigator: Ann E Maloney, MD Research Attending
Maine Medical Center
May 2017

ICMJE     Data element required by the International Committee of Medical Journal Editors and the World Health Organization ICTRP