Effects of Active Gamification on Sleep and Anxiety Reduction in Spanish Primary School Children

<b>Background/Objectives</b>: Active gamification, which incorporates game elements with physical interaction, is presented as an innovative strategy to address anxiety problems and sleep quality in children. This study aimed to evaluate the impact of an active gamification program on the aforementioned variables in children in primary education. <b>Methods</b>: This study utilized a randomized, controlled trial with 120 children between 8 and 11 years of age, divided into an experimental group, which participated in a 12-week gamified program, and a control group, which continued with traditional physical education classes. <b>Results</b>: The main findings indicate that the intervention had a significant impact on reducing anxiety, with improvements in most of the subscales evaluated except for the obsessive-compulsive disorder subscale. Significant improvements were also found in sleep quality, with reductions in bedtime resistance, nighttime awakenings, parasomnias, and sleep-disordered breathing, although no significant changes were noted in sleep-onset delay, sleep duration, sleep anxiety, and daytime sleepiness. <b>Conclusions</b>: The gamification intervention in physical exercise showed positive effects in reducing anxiety and improving sleep quality in primary school children, highlighting its potential as an intervention strategy in primary education classrooms.

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Publication Details

Journal
Healthcare
Published
2025-03-13
DOI
https://doi.org/10.3390/healthcare13060623
Citations
3
Primary Topic
Educational Games and Gamification
Type
article
Field-Weighted Citation Impact
10.33
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article

Effects of Active Gamification on Sleep and Anxiety Reduction in Spanish Primary School Children

Alberto Ruiz‐Ariza, Agustín Aibar‐Almazán, Alba Rusillo-Magdaleno, María del Carmen Carcelén‐Fraile
3 citations
Healthcare
Educational Games and Gamification
10.33
article

Effects of Active Gamification on Sleep and Anxiety Reduction in Spanish Primary School Children

Alberto Ruiz‐Ariza, Agustín Aibar‐Almazán, Alba Rusillo-Magdaleno, María del Carmen Carcelén‐Fraile
article en
3 citations

Abstract

<b>Background/Objectives</b>: Active gamification, which incorporates game elements with physical interaction, is presented as an innovative strategy to address anxiety problems and sleep quality in children. This study aimed to evaluate the impact of an active gamification program on the aforementioned variables in children in primary education. <b>Methods</b>: This study utilized a randomized, controlled trial with 120 children between 8 and 11 years of age, divided into an experimental group, which participated in a 12-week gamified program, and a control group, which continued with traditional physical education classes. <b>Results</b>: The main findings indicate that the intervention had a significant impact on reducing anxiety, with improvements in most of the subscales evaluated except for the obsessive-compulsive disorder subscale. Significant improvements were also found in sleep quality, with reductions in bedtime resistance, nighttime awakenings, parasomnias, and sleep-disordered breathing, although no significant changes were noted in sleep-onset delay, sleep duration, sleep anxiety, and daytime sleepiness. <b>Conclusions</b>: The gamification intervention in physical exercise showed positive effects in reducing anxiety and improving sleep quality in primary school children, highlighting its potential as an intervention strategy in primary education classrooms.

HealthcareVol. 13(6)
Universidad de Jaén (ES)
Quality Education
Openalex Percentile: Top 3%
Educational Games and Gamification
10.33
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