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The Evaluation of a School Climate Videogame Intervention

Not Applicable
Completed
Conditions
Cognitive Reappraisal
Self Efficacy
Interventions
Behavioral: School Climate Assessment Survey
Device: videogame
Registration Number
NCT04025294
Lead Sponsor
Yale University
Brief Summary

A randomized control trial of a videogame intervention to assess and improve school climate.

Detailed Description

To assess the acceptability and preliminary efficacy of a videogame intervention designed to teach teens the skills in restructuring thoughts and then empowering them to take action and improve their school climate.

For this project, the play2PREVENT Lab aims to assess the acceptability and preliminary efficacy of a videogame intervention designed to teach teens the skills in restructuring thoughts and then empowering them to take action and improve their school climate. Program and school staff will enroll participants between the ages of 14-19 years old to play our videogame during their after school programs. Before and after gameplay, participants will answer assessment questions related to self-efficacy, cognitive reappraisal, and dimensions of school climate. Questions will also assess participants' feedback on the videogame. Students not randomly assigned to the videogame intervention will only respond to assessment questions. The data will be transmitted electronically via Qualtrics data collection platform to the Lab for further analysis.

Recruitment & Eligibility

Status
COMPLETED
Sex
All
Target Recruitment
100
Inclusion Criteria
  • Must be a current high school student
  • English-speaking
  • Willing to provide minor assent
  • Willing to provide parental consent (if under 18 years old)
  • Willing to play/use the game/tool for about 45 minutes to 1 hour after school
  • Willing to answer questions about their experiences in playing the game, questions around school climate, and questions around self-efficacy on an iPad for about 30 minutes
  • Willing to participate in an optional focus group for about 30 minutes
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Exclusion Criteria
  • Those that do not meet the criteria above
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Study & Design

Study Type
INTERVENTIONAL
Study Design
PARALLEL
Arm && Interventions
GroupInterventionDescription
Students receiving school climate assessmentSchool Climate Assessment SurveyThe control group differs from the experimental group as it includes the school climate assessment tool but excludes the mini-games
Students playing videogamevideogameThe experimental group will consist of our videogame intervention including the five mini-games.
Primary Outcome Measures
NameTimeMethod
Measuring self-efficacy at baselinebaseline

Participants will complete a pre-survey through a secured, data collection website (Qualtrics), before playing the videogame. Items from the general self-efficacy questionnaire will assess participants' self-efficacy at baseline. This scale uses a 5-point Likert response scale (1=Never, 2=Almost Never, 3=Sometimes, 4=Fairly Often, 5=Very Often). Total self-efficacy score ranges from 10-50.

Change in self-efficacy from baselineimmediately after playing the videogame

Participants will complete a post-survey through a secured, data collection website (Qualtrics), immediately after playing the videogame. Items from the general self-efficacy questionnaire will assess participants' self-efficacy at baseline. This scale uses a 5-point Likert response scale (1=Never, 2=Almost Never, 3=Sometimes, 4=Fairly Often, 5=Very Often). Total self-efficacy score ranges from 10-50.

Measuring emotional self-efficacy at baselinebaseline

Participants will complete a pre-survey through a secured, data collection website (Qualtrics), at baseline. Items from the Self-Efficacy Questionnaire for Children (SEQ-C) will assess participants' emotional self-efficacy immediately before playing the game. Each of the 6 items used in the study has to be scored on a 5-point scale with 1 = not at all and 5 = very well.

Change in emotional self-efficacy from baselineimmediately after playing the videogame

Participants will complete a post-survey through a secured, data collection website (Qualtrics), at baseline. Items from the Self-Efficacy Questionnaire for Children (SEQ-C) will assess participants' emotional self-efficacy immediately after playing the game. Each of the 6 items used in the study has to be scored on a 5-point scale with 1 = not at all and 5 = very well.

Cognitive reappraisal scores at baselineimmediately after playing the videogame

Participants will complete a post-survey through a secured, data collection website (Qualtrics), immediately after playing the videogame. Items from the Emotional Regulation Questionnaire for Children and Adolescents (ERQ-CA) will assess participants' cognitive reappraisal immediately after playing the tool/game.

The ERQ-CA includes 6 items assessing participants' cognitive appraisal. The scale length ranges up to five points with the following options: 1) strongly disagree; 2) disagree, 3) half and half, 4) agree, 5) strongly agree. The range of scores for each scale was 6 to 30.

Secondary Outcome Measures
NameTimeMethod
Gameplay post-assessmentimmediately after playing the game

Participants will complete a post-survey through a secured, data collection website (Qualtrics), immediately after playing the game. Twelve items will assess intervention experience and satisfaction from items designed by members of the study team (e.g., How likely do you think completing any of the activities will help you improve how you feel about yourself, others, or social situations? Response options include very likely, likely, might or might not, unlikely, very unlikely.) These questions are not part of a larger scale.

School ClimateBaseline

Participants will complete a pre-survey through a secured, data collection website (Qualtrics), immediately before playing the videogame. Items from the National School Climate Center will be adapted and used to assess dimensions of participants' school climate, including safety, support for learning, environment, social media, and relationships. Response options include yes, no, not applicable. These questions are not part of a larger scale.

Trial Locations

Locations (1)

Yale Center for Health & Learning Games

🇺🇸

New Haven, Connecticut, United States

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