Prognosis--A Game-Based Intervention to Improve STEM Skills
Study Details
Study Description
Brief Summary
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.
Condition or Disease | Intervention/Treatment | Phase |
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N/A |
Detailed Description
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.
Study Design
Arms and Interventions
Arm | Intervention/Treatment |
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Experimental: Intervention All participants enrolled in the study will play Prognosis, the intervention being assessed in this study. |
Behavioral: Prognosis
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.
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Outcome Measures
Primary Outcome Measures
- Acceptability of the game-based intervention Prognosis as assessed by participants [immediately after completing the intervention]
questionnaire
- Feasibility of the game-based intervention Prognosis [immediately after completing the intervention]
questionnaire
- Usability of the game-based intervention Prognosis [immediately after completing the intervention]
questionnaire
Secondary Outcome Measures
- Assessing participants' ability to solve quantitative epidemiological problems [immediately after completing the intervention]
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
- Perceived self-efficacy to learn STEM concepts [immediately after completing the intervention]
5 questions asking students about their perceived self-efficacy relating to achieving learning objectives. Developed for this study.
Eligibility Criteria
Criteria
Inclusion Criteria:
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Enrolled in study site high school
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9th or 10th grade at time of study
Exclusion Criteria:
- Students not in 9th and 10th grade
Contacts and Locations
Locations
No locations specified.Sponsors and Collaborators
- University of Chicago
Investigators
None specified.Study Documents (Full-Text)
None provided.More Information
Publications
None provided.- IRB17-1416