Digital Game Intervention for Relationship Enhancement Among Parent Child Dyads
试验速览
- 阶段
- 不适用
- 状态
- 招募中
- 入组人数
- 30
- 试验地点
- 2
- 主要终点
- Parental Self-Efficacy as Measured by TOPSE
研究概览
简要总结
The purpose of this study is to test a new digital game. Specifically, this study will aim to evaluate a digital game prototype designed to facilitate playful interactions between parents and children. The prototype will incorporate activities grounded in relationship enhancement principles. Additionally, this study will check how well using digital tools helps build strong connections, makes people get along better, and boosts parents' confidence and parenting skills.
研究设计
- 研究类型
- Interventional
- 分配方式
- Randomized
- 干预模型
- Parallel
- 主要目的
- Supportive Care
- 盲法
- None
入排标准
- 年龄范围
- 6 Years 至 —(Child, Adult, Older Adult)
- 性别
- All
- 接受健康志愿者
- 是
入选标准
- •Caregiver-child dyads.
排除标准
- •Participant is not part of a caregiver- child dyad.
研究组 & 干预措施
Caregiver Child Digital Intervention Group
Participants in this group will engage with the intervention for up to 1 hour.
干预措施: Digital Game (Behavioral)
Control Group
Participants in this group will receive information about play based attachment activities and participate for up to 1 hour.
干预措施: Control (Behavioral)
结局指标
主要结局
Parental Self-Efficacy as Measured by TOPSE
时间窗: Baseline, Up to 1.5 hours (immediately after intervention).
Tool to Measure Parenting Self-Efficacy (TOPSE) Total scores range from 0-480 for the complete measure. Higher scores indicate greater levels of perceived parental self-efficacy.
次要结局
- Perceived Closeness in the Parent-Child Relationship as measured by the Social Connectedness Scale(Baseline, Up to 1.5 hours (immediately after intervention).)
研究者
Anna Queiroz
Associate Professor
University of Miami
