Prognosis--A Game-Based Intervention to Improve STEM Skills

Study Overview
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Brief Summary
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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.

Detailed Description
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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.

Official Title
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Prognosis--A Game-Based Intervention to Improve STEM Skills

Conditions
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Knowledge, Attitudes, Practice

Intervention / Treatment
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* Behavioral: Prognosis


Participation Criteria
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Eligibility Criteria
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Inclusion Criteria: Enrolled in study site high school 9th or 10th grade at time of study Exclusion Criteria: Students not in 9th and 10th grade
Sexes Eligible for Study
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All

Accepts Healthy Volunteers
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Accepts Healthy Volunteers

Study Plan
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How is the study designed?
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Design Details

Primary Purpose: Other
Intervention Model: Single Group Assignment
Interventional Model Description: Participants enrolled in the study will play Prognosis, a game-based intervention designed to improve STEM skills.
Masking: None (Open Label)


Arms and Interventions

| Participant Group/Arm | Intervention/Treatment |
| --- | --- |
| Experimental: Intervention<br>All participants enrolled in the study will play Prognosis, the intervention being assessed in this study. | Behavioral: Prognosis<br>* Prognosis will be a single-player 2D, digital simulation game and supporting multimedia website. Players are situated as a major official of Hexacago, and tasks them with managing the city's finances, education levels, and health concerns to lower rates of teenage pregnancy and sexually transmitted infections. In the game Prognosis, player dispatches professionals from a variety of fields to different neighborhoods around the city, observing the effects of their resource allocation decisions across multiple systems over many in-game months. The supporting multimedia website will house curriculum and learning tools to support the learning objectives of Prognosis.<br>|

What is the study measuring?
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Primary Outcome Measures

| Outcome Measure | Measure Description | Time Frame |
| --- | --- | --- |
| Acceptability of the game-based intervention Prognosis as assessed by participants | questionnaire | immediately after completing the intervention | 
| Feasibility of the game-based intervention Prognosis | questionnaire | immediately after completing the intervention | 
| Usability of the game-based intervention Prognosis | questionnaire | immediately after completing the intervention | 

Secondary Outcome Measures

| Outcome Measure | Measure Description | Time Frame |
| --- | --- | --- |
| Assessing participants' ability to solve quantitative epidemiological problems | Administered through a survey, questions derived from the Principles of Epidemiology in Public Health Practice, Third Edition, An Introduction to Applied Epidemiology and Biostatistics https://www.cdc.gov/ophss/csels/dsepd/ss1978/lesson1/index.html | immediately after completing the intervention | 
| Perceived self-efficacy to learn STEM concepts | 5 questions asking students about their perceived self-efficacy relating to achieving learning objectives. Developed for this study. | immediately after completing the intervention | 

 Terms related to the study
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Keywords Provided by Centre Hospitalier Valida
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STEM Skills