Evaluating the Pocket PE 3-5 App for Teacher Training and Student Physical Activity

This study is evaluating a digital app called Pocket PE 3-5, designed to help 3rd, 4th, and 5th-grade teachers lead physical education (PE) activities. Researchers want to see if using the Pocket PE 3-5 app improves teachers' confidence in teaching PE and their teaching methods. They also want to know if the app helps students enjoy PE more, increases their physical activity during PE, and makes them more satisfied with their PE classes. The study will compare teachers and students who use the app with those who do not. The goal is to enroll 1872 participants, including teachers who teach PE at least once a week and their students in grades 3-5. The study's status is currently unclear.

Study design
This is an interventional study comparing classrooms that use the Pocket PE 3-5 app with those that do not. It aims to enroll 1872 participants.
What's involved
Teachers willing to use Pocket PE for 12 weeks will have their teaching self-efficacy and PE instruction observed at the beginning, middle (6 weeks), and end (13 weeks) of the study. Students will also be observed.
Compensation
Not stated in the trial record.
Follow-up
Teachers and students will be assessed at 0 weeks (pre), 6 weeks (mid), and 13 weeks (post) after the initial assessment.

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NCT07203313

Evaluation of Aim to Play, a User-Friendly Digital Application for Teacher Skills Training and Physical Education Activities for 3-5 Grade Students

Recruiting
NAAges 7+Interventional
Saavsus, Inc.
~1,872 participants
Updated 2025-10-02 on ClinicalTrials.gov
What's tested:Digital PE teaching app

At a glance

Recruiting sites
2 of 2 listed sites are recruiting right now
RecruitingSuspended, closed, or not yet open
What they're measuring
Teaching Physical Activity (PE) Self Efficacy
Measured over Pre (0 weeks), mid (6 weeks after pre), and post (13 weeks after pre)
+1 more outcome measured
Teacher Self-efficacy for Teaching PE
Teacher PE Instruction
Student PE Enjoyment
Student Physical Activity
Student PE Satisfaction
2 sites across 1 states
Oregon2

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Eligibility criteria

Inclusion

A 3rd, 4th, or 5th grade teacher at a participating school responsible for teaching PE at least one time a week;
Able to read and understand English;
Willing to use Pocket PE to facilitate their PE class instruction for 12 weeks;
Be able to understand the study and consent to participate
A 3rd, 4th, or 5th grader enrolled in a participating class in a participating school;
Able to read and understand English;
Able to understand the study and assent to participation;

Exclusion

None
  • Teaching Physical Activity (PE) Self EfficacyPre (0 weeks), mid (6 weeks after pre), and post (13 weeks after pre)

    This is a 20-item survey assessing the self-efficacy for PE instruction scale, adapted from Humphries, Daigle, \& Martin (2012). Each item is on a 10-point scale (1 = disagree/cannot do, 5 = neutral/moderate certainty, 10 = agree/highly certain can do). Items are summed for a score that can range from 20 to 200, with a higher score indicating higher levels of teacher physical activity self-efficacy.

  • System for Observing Fitness Instruction Time (SOFIT)Pre (0 weeks), mid (6 weeks after pre), and post (13 weeks after pre)

    The SOFIT assesses physical education classes by obtaining simultaneous, objective observational data on student activity levels, the context in which they occur, and how teachers interact to promote physical activity and fitness during physical education. Student activity levels include the percent of time a student is in moderate-to-vigorous physical activity (% MVPA = intervals with codes 4 or 5) ÷ (total intervals) × 100) and percent of time the student is in vigorous activity (% VA = %VPA = (intervals with code 5) ÷ (total intervals) × 100). Interval 4 = walking/moderate, and interval 5 = vigorous. The context in which the activity can occur is summarized at a percentage of time in: M (general content: management/transition/break), K (knowledge), and the motor-content categories F (fitness), S (skill practice), G (game play), O (other/free play).