Aim 3: Pilot Study of a Serious Game to Promote Transition Readiness Skills
试验速览
- 阶段
- 不适用
- 状态
- 进行中(未招募)
- 入组人数
- 150
- 试验地点
- 1
- 主要终点
- Recruitment of participants in the study
研究概览
简要总结
This study involves testing a new video game designed to support adolescents with congenital heart disease (CHD) in preparing to manage their health independently. The game aims to teach essential skills such as communicating with healthcare providers, understanding medical information, and managing appointments and medications. This small pilot study will evaluate the game's usability, acceptability, and its impact on participants' confidence and preparedness for managing their heart care. Feedback will be collected from adolescent participants, their parents, and healthcare providers, and the study will examine how the game influences communication during clinical visits.
研究设计
- 研究类型
- Interventional
- 分配方式
- Na
- 干预模型
- Single Group
- 主要目的
- Health Services Research
- 盲法
- None
入排标准
- 年龄范围
- 12 Years 至 —(Child, Adult, Older Adult)
- 性别
- All
- 接受健康志愿者
- 否
入选标准
- •- Patient with congenital heart disease, their parent, and their clinician
排除标准
- •Significant visual or cognitive impairment that would impede their ability to play the game and/or complete the study.
研究组 & 干预措施
Serious Game
Receive serious game to build transition readiness skills
干预措施: Serious game for transition readiness (Behavioral)
结局指标
主要结局
Recruitment of participants in the study
时间窗: 1-month
A percentage will be calculated from the number of participants approached and number of participants who enrolled. Sufficient recruitment is equal to or greater than 60%.
Number of game logins
时间窗: 1 month
Metadata metrics from players interaction with the game will be collected, including the number of game logins. The higher the number the more engagement with the game.
Length of time spent on game
时间窗: 1 month
Metadata metrics from players interaction with the game will be collected, including the amount of time spent (i.e., minutes) on the game. The greater the amount of time the more engagement with the game.
Game sections completed
时间窗: 1 month
Metadata metrics from players interaction with the game will be collected including the number of game sections that are completed. The higher the number indicates more engagement with the game.
Retention of participants
时间窗: 1.5 month
Retention of participants will be assessed by calculating a percentage from the number who enrolled and number who completed the study. Sufficient retention will be greater than or equal to 60%.
Acceptability
时间窗: 1-month
After completing the intervention, participants will be asked to complete questionnaires about their satisfaction and usability of the game (e.g., system usability scale (SUS). On the SUS, responses are from 1 to 5 for each item and greater scores indicate higher acceptability.
次要结局
- Appointment Worry and Preparedness(Baseline and Post-intervention survey (given or sent within 1 week post-clinic visit))
- Transition Readiness Questionnaire (TRAQ)(Baseline and Post-intervention survey (given or sent within 1 week post-clinic visit))
- CHD Knowledge Scale (Transition Readiness)(Baseline and Post-intervention survey (given or sent within 1 week post-clinic visit))
研究者
Rebecca Delaney
Assistant Professor
University of Utah
