The WOW Project (WOW): Wonders Of The World Through Virtual Reality for Hospitalized Children
- Conditions
- Virtual Reality
- Registration Number
- NCT06911996
- Lead Sponsor
- Stanford University
- Brief Summary
Hospitalized pediatric patients are unable to leave the hospital to engage in traditional learning environments. Patients often feel depressed, disconnected from learning, and socially withdrawn. The Stanford Chariot Program proposes a partnership with the Palo Alto Unified Hospital School at Stanford Children's Health to reignite patients' emotional well-being through learning. The WOW Project aims to use virtual reality (VR) to travel with hospitalized children to the Wonders of the World (WOW). Combining this immersive learning modality with complementary hands-on activities at the bedside, the investigators will transport them from their hospital room into a nurturing virtual environment to stimulate their emotional, mental, and social growth while they are physically healing. The investigators will evaluate their overall joy and awe of learning by using standardized emotional scales.
- Detailed Description
Not available
Recruitment & Eligibility
- Status
- NOT_YET_RECRUITING
- Sex
- All
- Target Recruitment
- 100
- Between the age of 5 and 17.
- English speaking.
- Anticipated in-patient stay for more than 1 day.
- Legal guardian not present to obtain consent
- Child with a significant neurological condition, or major developmental disability
- Child with active infection of the face or hand
- A history of severe motion sickness
- A history of seizures caused by flashing light
- Major surgery within the last 12 hours
Study & Design
- Study Type
- INTERVENTIONAL
- Study Design
- SINGLE_GROUP
- Primary Outcome Measures
Name Time Method Assess the impact of VR-based field trips on the feeling of awe of the pediatric inpatient population immediately after intervention The primary outcome will be AWE measured by the AWE-SF Survey - The Awe Experience Short Form Scale. The survey contains 12 items about awe experience. Each item was rated on a 7-point scale (1 = Strongly Disagree, 7 = Strongly Agree).
- Secondary Outcome Measures
Name Time Method Change in the number of correct answers of the content knowledge Day 1 baseline, Day 1 immediately after intervention Change in number of correct answers of the content knowledge using Bloom's Taxonomy questioning. Participants will respond to 5 questions, two questions about comprehension, one question about application, one question about analysis and one question about evaluation. Scores range from 0 to 5, with higher scores indicating the higher number of correct answer.
Change in a patients' well-being as measured through the World Health Organization-Five Well-Being Index (WHO-5) Day 1 baseline, Day 1 immediately after intervention The WHO (Five) Well-Being Index is a participant-reported outcome measure that assesses current mental well being. Questionnaire contains 5 questions . Scores range from 0 to 5, with higher scores indicating the corresponding feeling exists all the time.
Thematic analysis of the qualitative surveys including how the lesson engagement correlates to the increase in joyful learning. immediately after intervention Analysis of data collected via qualitative surveys, using saturation sampling and documented coding techniques, will result in thematic descriptions how the lesson engagement correlates to the increase in joyful learning.
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