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The purpose of this study is to evaluate a game-based intervention (Prognosis) designed to improve science, technology, engineering, and mathematics (STEM) skills among high school-aged students.
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The purpose of this study is to evaluate the usability, feasibility, and acceptability of a game-based intervention (Prognosis) designed to improve science, technology, engineering, and mathematics (STEM) skills among high school-aged students. The research questions are as follows:
H1: Students will find Prognosis usable, feasible, and acceptable and recommend continued development and testing of Prognosis.
H2: After playing Prognosis, students will be able to perform basic quantitative data skills such as calculating incidence and prevalence.
H3: After playing Prognosis, students will be able to observe patterns in data at the neighborhood and city level.
H4: After playing Prognosis, students will be able to construct explanations and models describing the organization of systems in the game and how they contribute to health outcomes.
H5: After playing Prognosis, students will be able to formulate and test hypotheses for how to best coordinate various city systems and leverage finite resources to reach their target health goal.
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31 participants in 1 patient group
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Data sourced from clinicaltrials.gov
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