Positive Youth Development in the Metaverse - Development of a Virtual Reality Afterschool Program for Middle Childhood Youth
概览
- 阶段
- 不适用
- 干预措施
- Virtual reality curriculum
- 疾病 / 适应症
- Healthy
- 发起方
- University of Georgia
- 入组人数
- 32
- 试验地点
- 2
- 主要终点
- Self-regulation
- 状态
- 已完成
- 最后更新
- 11天前
概览
简要总结
This pilot study aims to leverage VR's capacity to easily replicate content and allow for multiple users to share the same space and engage in activities as if they're meeting in person. Integrating VR into afterschool programs will allow youth to receive more consistent programming content, even when they are unable to travel to the physical location for the in-person meetings.
详细描述
This pilot study aims to leverage VR's capacity to easily replicate content and allow for multiple users to share the same space and engage in activities as if they're meeting in person. Integrating VR into afterschool programs will allow youth to receive more consistent programming content, even when they are unable to travel to the physical location for the in-person meetings. It will also empower youth to engage with the afterschool program at their own pace by providing a safe space to learn and practice their socioemotional skills. Implemented at scale, these benefits of a VR-integrated afterschool program will be able to address the issues of health inequity head on by expanding access to high quality afterschool content without incurring high operating costs. The results from this pilot study will provide a critical foundation to apply for an extramurally funded clinical trial to demonstrate the efficacy of a VR-integrated afterschool program on youth mental wellbeing.
研究者
Sun Joo (Grace) Ahn, PHD
Professor
University of Georgia
入排标准
入选标准
- •Children enrolled in the Chess \& Community program
- •Between the ages of 9-17
排除标准
- •Children who are unable to wear a VR headset will not be recruited
研究组 & 干预措施
Treatment
In the treatment group, the child will receive the VR-based curriculum during the afterschool program.
干预措施: Virtual reality curriculum
Treatment
In the treatment group, the child will receive the VR-based curriculum during the afterschool program.
干预措施: No Virtual reality curriculum
结局指标
主要结局
Self-regulation
时间窗: One-time assessment post-treatment (at 8 weeks)
Early Adolescent Temperament Questionnaire-Revised ( 1-Almost always untrue, 2-Usually untrue, 3-Sometimes true, sometimes untrue, 4-Usually true, 5-Almost always true)
Mental well-being
时间窗: One-time assessment post-treatment (at 8 weeks)
Strengths and Difficulties Questionnaire (Not true = 0, Somewhat true = 1, Certainly true = 2)
Usability of VR System and Curriculum Content
时间窗: One-time assessment post-treatment, following 4 weeks of exposure to virtual reality system.
Based on the validated System Usability Scale (SUS), we created open ended questionnaires and scale items that inquired about user attitude and usability of the system. For scale items reported, all items were measured through a 5-point Likert scale, 1 = Strongly Disagree, 5 = Strongly Agree. Five of the items were adapted from the original scale to assess the usability of the system, with five other items being converted to an open-ended item for a mixed-methods approach and richer contextual information from participants regarding usability issues.
Attrition Rate Post Assent to the VR Treatment
时间窗: One-time assessment post-treatment, following 4 weeks of exposure to treatment
Fraction of the children lost to follow up post assent to the intended treatment via the VR system
次要结局
- Engagement(8 weeks)
- Step Count(To match the time frame of data collection between step count and heart rate, both measures were taken during a 2 hour observation window on the last day of the 4-week intervention.)
- Heart Rate(To match the time frame of data collection between step count and heart rate, both measures were taken during a 2 hour observation window on the last day of the 4-week intervention.)
- Engagement(4 week observation period)