Prognosis--A Game-Based Intervention to Improve STEM Skills
- 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
- Enrolled in study site high school
- 9th or 10th grade at time of study
- Students not in 9th and 10th grade
Study & Design
- Study Type
- INTERVENTIONAL
- Study Design
- SINGLE_GROUP
- Arm && Interventions
Group Intervention Description Intervention Prognosis All participants enrolled in the study will play Prognosis, the intervention being assessed in this study.
- Primary Outcome Measures
Name Time Method Usability of the game-based intervention Prognosis immediately after completing the intervention questionnaire
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
- Secondary Outcome Measures
Name Time Method 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.
Trial Locations
- Locations (1)
University of Chicago
🇺🇸Chicago, Illinois, United States