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Caduceus Quest: An interactive digital media resource to promote knowledge of reproductive health and STEM

Caduceus Quest: An interactive digital media resource to promote knowledge of reproductive health and STEM
Caduceus Quest:一种交互式数字媒体资源,旨在促进生殖健康和 STEM 知识
批准号:
10171869
负责人:
MELISSA L. GILLIAM
金额:
$69.38万
依托单位:
依托单位国家:
美国
项目类别:
财政年份:
2016
资助国家:
美国
项目状态:
已结题
起止时间:
2016-08-01 至 2023-05-31

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项目成果

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中文摘要
翻译
项目摘要 这个第二阶段的STTR项目将开发Caduceus Quest,一个互动的多媒体资源,以促进 对STEM和健康领域的职业有知识和兴趣。它包括一款数字游戏和一款桌面模拟游戏。 在我们阶段的过程中,开发并测试了Caduceus Quest数字游戏的初始原型 我投射。来自Resilient Games Studio LLC,Ci3(跨学科调查中心)的多学科团队 性健康和生殖健康领域的创新),以及一个强大的顾问团队将扩大现有的 原型变成了游戏的最终形式。完整的商业版Caduceus Quest将由一个理论组成- 基于角色扮演的游戏,以及伴随的模拟游戏,在游戏中,玩家建立STEM/Health团队 职业(例如,医生、流行病学家和工程师),以解决一个新出现的流行病学之谜。这些 此外,还有模拟和数字课程对各部分进行补充。所有元素都托管在学习上 管理系统,以便在正式和非正式环境中更好地整合,从而允许学生评估和 课程发展。游戏将通过参与性的形成性和结果评估进行评估。 一个利益相关者咨询团队,由14-17岁的年轻人组成,另一个由来自不同领域的教育工作者组成 学科的发展将支持干预的迭代发展。将进行结果评估 使用调查和焦点小组对120名14-17岁的青年进行了调查。到第二阶段项目结束时,Caduceus Quest将是商业分销的理想定位。
英文摘要
PROJECT ABSTRACT This Phase II STTR project will develop Caduceus Quest, an interactive multimedia resource to promote knowledge and interest in careers in STEM and health. It includes a digital game and a table-top analog game. An initial prototype of the Caduceus Quest digital game was developed and tested over the course of our Phase I project. A multidisciplinary team from Resilient Games Studio LLC, Ci3 (the Center for Interdisciplinary Inquiry and Innovation in Sexual and Reproductive Health), and a robust team of advisors will expand the existing prototype into the game’s final form. The full commercial version of Caduceus Quest will consist of a theory- based, role-playing game, and accompanying analog game, in which players build teams of STEM/health professions (e.g., doctors, epidemiologists, and engineers) to solve an emerging epidemiologic mystery. These components are supplemented by an analog and digital curriculum. All elements are hosted on a learning management system for better integration in the formal and informal setting allowing for student assessment and curriculum development. The game will be evaluated through a participatory formative and outcome evaluation. A stakeholder advisory team comprised of youth ages 14-17 and another comprised of educators from a variety of disciplines will support the iterative development of the intervention. The outcome evaluation will be conducted with 120 youth ages 14-17 using surveys and focus groups. By the conclusion of the Phase II project, Caduceus Quest will be ideally positioned for commercial distribution.
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