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Prognosis--A Game-Based Intervention to Improve STEM Skills

Not Applicable
Completed
Conditions
Knowledge, Attitudes, Practice
Interventions
Behavioral: Prognosis
Registration Number
NCT03416218
Lead Sponsor
University of Chicago
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.

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.

Recruitment & Eligibility

Status
COMPLETED
Sex
All
Target Recruitment
31
Inclusion Criteria
  • Enrolled in study site high school
  • 9th or 10th grade at time of study
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Exclusion Criteria
  • Students not in 9th and 10th grade
Read More

Study & Design

Study Type
INTERVENTIONAL
Study Design
SINGLE_GROUP
Arm && Interventions
GroupInterventionDescription
InterventionPrognosisAll participants enrolled in the study will play Prognosis, the intervention being assessed in this study.
Primary Outcome Measures
NameTimeMethod
Usability of the game-based intervention Prognosisimmediately after completing the intervention

questionnaire

Acceptability of the game-based intervention Prognosis as assessed by participantsimmediately after completing the intervention

questionnaire

Feasibility of the game-based intervention Prognosisimmediately after completing the intervention

questionnaire

Secondary Outcome Measures
NameTimeMethod
Assessing participants' ability to solve quantitative epidemiological problemsimmediately 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 conceptsimmediately after completing the intervention

5 questions asking students about their perceived self-efficacy relating to achieving learning objectives. Developed for this study.

Trial Locations

Locations (1)

University of Chicago

🇺🇸

Chicago, Illinois, United States

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