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Clinical Trials/NCT05875467
NCT05875467
Completed
Early Phase 1

Evaluation of Prototype Game for Simulation for Environmental Exposure Education

dfusion Inc2 sites in 1 country50 target enrollmentMay 30, 2023

Overview

Phase
Early Phase 1
Intervention
Not specified
Conditions
Effect of Game in Increasing Environmental Health Literacy
Sponsor
dfusion Inc
Enrollment
50
Locations
2
Primary Endpoint
Change in Environmental Health Indoor Air Pollution Knowledge Score
Status
Completed
Last Updated
last year

Overview

Brief Summary

The goal of this clinical trial is to test a prototype of a new educational game about environmental health literacy with middle school age youth. The main questions it aims to answer are:

  • Does playing the game increase knowledge about environmental health?
  • Does playing the game improve environmental health literacy?
  • Does playing the game increase interest and confidence in science?

Participants will be asked to:

  • Take a survey at the beginning of the study
  • Play the game for a minimum of 50 minutes
  • Take a survey at the end of the study

Detailed Description

The proposed project will establish the technical merit and feasibility of producing and using a serious game to improve environmental health literacy among young people. A small evaluation is being conducted to assess the impact of the prototype game on environmental health knowledge, literacy, ability to understand mitigation, and impact on science interest and confidence. Participants will be middle school youth, typically ages 11-15, who are currently enrolled in middle school. Participants are being recruited by the projects education advisor (CA) and youth community board members (MI). Investigators will conduct an evaluation with 45 middle school age participants from communities disproportionately impacted by environmental risk. The goal is to test the usability and playability of the prototype and assess the games impact on outcomes. The participant will complete a short online pre-test assessment (environmental health knowledge), participate in either a 50 play session or a week long play period logging a minimum of 50 minutes. At the end of the play period the participant will complete a short post-test with similar questions to the pre-test plus additional questions about their usage, satisfaction with, and enjoyment of the game. During independent game use, the app will collect metrics on usage, player performance, and conditional knowledge including the ability to apply concepts in context. Participants will each receive a $100 gift card.

Registry
clinicaltrials.gov
Start Date
May 30, 2023
End Date
July 3, 2023
Last Updated
last year
Study Type
Interventional
Study Design
Single Group
Sex
All

Investigators

Sponsor
dfusion Inc
Responsible Party
Sponsor

Eligibility Criteria

Inclusion Criteria

  • In middle school.
  • Ability to use a mobile tablet.
  • Have access to wifi in location of intervention implementation.
  • Reside in the geographic areas of implementation: California, Michigan, Florida

Exclusion Criteria

  • Age not within middle school range.

Outcomes

Primary Outcomes

Change in Environmental Health Indoor Air Pollution Knowledge Score

Time Frame: Day 1 to Day 7

Based on a scale created for this study the Environmental Health Indoor Air Pollution Knowledge Score is comprised of a series of questions about indoor environmental pollution. The scores from the question are summed to create a total score. The scale ranges from 0 to 17 with a higher score indicating greater knowledge.

Secondary Outcomes

  • Change in Environmental Health Mitigation Knowledge Score(Day 1 to Day 7)
  • Change in Environmental Health Interest Score(Day 1 to Day 7)
  • Change in Science Interest and Confidence Score(Day 1 to Day 7)

Study Sites (2)

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