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Clinical Research Directory

Browse clinical research sites, groups, and studies.

5 clinical studies listed.

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Healthy Adolescents

Tundra lists 5 Healthy Adolescents clinical trials. Each listing includes eligibility criteria, study locations, and direct links to research sites in the Tundra directory.

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ACTIVE NOT RECRUITING

NCT07871331

EyeBreathe: A Mixed Reality Game With Eye Tracking and Breathing Biofeedback for Adolescent Basketball Players

This randomised controlled trial will evaluate the effects of integrating a standalone mixed-reality (MR) breathing and eye-gaze training intervention (EyeBreathe) into regular basketball practice for adolescent athletes in Latvia. Participants will be individually randomised to either a six-week MR intervention (two sessions per week) or to continue usual training. Assessments before and after the intervention will measure heart rate and heart rate variability, CO₂ tolerance, breathing pattern, reactive stress tolerance, and pre-competition anxiety. Sessions will be supervised at first, then completed independently via password-protected headset profiles. Intervention adherence will be monitored. The primary efficacy analysis will use a prespecified per-protocol population, defined as intervention participants who complete at least four of the twelve scheduled sessions.

Gender: All

Ages: 14 Years - 17 Years

Updated: 2026-11-02

Healthy Adolescents
COMPLETED

NCT07869446

Extended Reality Cognitive and Breathing Training With Eye Tracking for Attention and Stress Regulation in Adolescent Basketball Players

This study examines whether virtual reality (VR) technology can serve as a supplementary training tool for adolescent basketball players. Two types of 6-week VR training were tested alongside regular basketball practice: one targeting attention and decision-making (cognitive training), and one targeting breathing patterns (slow diaphragmatic breathing). A third group continued regular training without any VR component. Participants were basketball players aged 14-17 who trained at least three times per week. Before and after the 6-week period, all participants completed assessments measuring resting heart rate, heart rate variability, breathing function (CO₂ tolerance, breathing pattern), reactive stress tolerance, selective and sustained attention, and pre-competition anxiety. The primary aim was to evaluate feasibility - whether participants were willing to join and complete the sessions, whether the procedures worked as intended in a real training environment, and whether the study design is suitable for a larger future trial. The study was not designed to confirm effectiveness.

Gender: All

Ages: 14 Years - 17 Years

Updated: 2026-10-09

Healthy Adolescents
NOT YET RECRUITING

NCT07846293

Evaluation of IXCHIQ® Vaccine Immunogenicity

The goal of this clinical trial is to evaluate the quality and duration of the immune response against chikungunya virus elicited by the IXCHIQ® vaccine in healthy adults and adolescents. The main questions it aims to answer are: Is the cellular immune response elicited by IXCHIQ® adequate for Chikungunya prevention? Is the IXCHIQ® vaccine safe? How does the immune response elicited by IXCHIQ® behave at the different time points evaluated? Participants will: Receive the IXCHIQ® vaccine; Be evaluated by medical personnel and have a blood sample taken on days 3, 7, 30, 180, and 720 after vaccination; Be contacted by phone 60 days after vaccination.

Gender: All

Ages: 12 Years - 59 Years

Updated: 2026-09-29

1 state

Healthy Adult
Healthy Adolescents
NOT YET RECRUITING

NCT07367919

The Effect of a Digital Literacy Program on Problematic Internet Use, Emotion Regulation, and Loneliness in Adolescents: A Randomized Controlled Trial

The purpose of this study is to examine the effects of a digital literacy program on problematic internet use, emotion regulation, and loneliness among adolescents. The study aims to answer the following key questions: * Does a digital literacy program for adolescents affect problematic internet use, emotion regulation skills, and loneliness? * What is the effect of a digital literacy program for adolescents on the level of problematic internet use? * What is the effect of a digital literacy program for adolescents on emotion regulation skills? * What is the effect of a digital literacy program for adolescents on loneliness? Researchers will conduct pretest and posttest evaluations in the experimental and control groups to determine the effects of the digital literacy program on problematic internet use, emotion regulation, and loneliness in adolescents. Participants in the experimental group who meet the inclusion criteria will receive 8 weeks of positive youth development-based digital literacy training, 40 minutes per week. After the posttest measurements are completed, the intervention group will receive 2 weeks of digital literacy training.

Gender: All

Ages: 12 Years - 18 Years

Updated: 2026-01-26

1 state

Healthy Adolescents
RECRUITING

NCT07161531

Test-retest Reliability of sEMG to Measure Fatigue in Adolescents

This cross-sectional study aims to determine the test-retest reliability of surface electromyography (sEMG) outcomes in detecting levels of fatigue among healthy adolescents engaged in physical activities. It seeks to evaluate the consistency of sEMG parameters across two test sessions and correlate these measurements with both performance metrics and subjective fatigue assessments. Participants will perform repetitive squatting until volitional exhaustion while their muscular activity is recorded. They will do so on two different test sessions with an interval of one week in between.

Gender: All

Ages: 13 Years - 19 Years

Updated: 2025-09-08

Healthy Adolescents