Not provided
Not provided
Not provided
Not provided
Not provided
Not provided
Not provided
Not provided
Not provided
Not provided
Not provided
Not provided
Not provided
Not provided
Not provided
Not provided
Not provided
Not provided
The purpose of this study is to evaluate a game-based intervention (Prognosis) designed to improve science, technology, engineering, and mathematics (STEM) skills among high school-aged students.
The purpose of this study is to evaluate the usability, feasibility, and acceptability of a game-based intervention (Prognosis) designed to improve science, technology, engineering, and mathematics (STEM) skills among high school-aged students. The research questions are as follows:
H1: Students will find Prognosis usable, feasible, and acceptable and recommend continued development and testing of Prognosis.
H2: After playing Prognosis, students will be able to perform basic quantitative data skills such as calculating incidence and prevalence.
H3: After playing Prognosis, students will be able to observe patterns in data at the neighborhood and city level.
H4: After playing Prognosis, students will be able to construct explanations and models describing the organization of systems in the game and how they contribute to health outcomes.
H5: After playing Prognosis, students will be able to formulate and test hypotheses for how to best coordinate various city systems and leverage finite resources to reach their target health goal.
Not provided
Not provided
Not provided
Not provided
| Label | Type | Description | Intervention Names |
|---|---|---|---|
| Intervention | Experimental | All participants enrolled in the study will play Prognosis, the intervention being assessed in this study. |
|
| Name | Type | Description | Arm Group Labels | Other Names |
|---|---|---|---|---|
| Prognosis | Behavioral | Prognosis will be a single-player 2D, digital simulation game and supporting multimedia website. Players are situated as a major official of Hexacago, and tasks them with managing the city's finances, education levels, and health concerns to lower rates of teenage pregnancy and sexually transmitted infections. In the game Prognosis, player dispatches professionals from a variety of fields to different neighborhoods around the city, observing the effects of their resource allocation decisions across multiple systems over many in-game months. The supporting multimedia website will house curriculum and learning tools to support the learning objectives of Prognosis. |
| Measure | Description | Time Frame |
|---|---|---|
| Acceptability of the game-based intervention Prognosis as assessed by participants | questionnaire | immediately after completing the intervention |
| Feasibility of the game-based intervention Prognosis | questionnaire | immediately after completing the intervention |
| Usability of the game-based intervention Prognosis | questionnaire | immediately after completing the intervention |
| Measure | Description | Time Frame |
|---|---|---|
| Assessing participants' ability to solve quantitative epidemiological problems | Administered through a survey, questions derived from the Principles of Epidemiology in Public Health Practice, Third Edition, An Introduction to Applied Epidemiology and Biostatistics https://www.cdc.gov/ophss/csels/dsepd/ss1978/lesson1/index.html | immediately after completing the intervention |
Not provided
Inclusion Criteria:
Exclusion Criteria:
Not provided
Not provided
Not provided
Not provided
Not provided
Not provided
Not provided
| Name | Affiliation | Role |
|---|---|---|
| Melissa Gilliam, MD, MPH | University of Chicago | Principal Investigator |
| Facility | Status | City | State | ZIP | Country | Contacts |
|---|---|---|---|---|---|---|
| University of Chicago | Chicago | Illinois | 60637 | United States |
Not provided
| ID | Term |
|---|---|
| D001519 | Behavior |
Not provided
Not provided
Not provided
Participants enrolled in the study will play Prognosis, a game-based intervention designed to improve STEM skills.
Not provided
Not provided
There is only one condition to this study, so no masking will be used.
Not provided
|
| Perceived self-efficacy to learn STEM concepts | 5 questions asking students about their perceived self-efficacy relating to achieving learning objectives. Developed for this study. | immediately after completing the intervention |