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Prototype for an online skills-based drug prevention program targeting youth 11-13

Prototype for an online skills-based drug prevention program targeting youth 11-13
针对 11-13 岁青少年的基于技能的在线毒品预防计划原型
批准号:
10382037
负责人:
William B. Hansen
金额:
$25.61万
依托单位:
依托单位国家:
美国
项目类别:
财政年份:
2021
资助国家:
美国
项目状态:
已结题
起止时间:
2021-09-30 至 2023-08-31
关键词:
AddressAdolescenceAdoptionAdultAgeAlcohol consumptionAssertivenessBehaviorBiophysicsChildCigaretteCompetenceComputersCrystallizationCuriositiesDecision MakingDevelopmentDrug Prevention ProgramDrug usageEducational ModelsElementsEmotionalEnvironmentEvaluationEvidence based programFaceFacebookFamily dynamicsFeedbackFocus GroupsFosteringFutureGame Based LearningGeographyGoalsHealthHealth EducatorsHealth PromotionHomeImmersionInstitutesInstructionInstructional TechnologyInternetInterventionInterviewKnowledgeLearningLifeLife Cycle StagesMarijuanaMechanicsMediationMethodsMiddle School FacultyModelingMotivationNatureOutcomePeer PressurePerceptionPerformancePharmaceutical PreparationsPhasePlayPreventionPrevention programPrevention strategyPrevention trialProblem SolvingProceduresProcessPsychosocial FactorPubertyRecreationResearchResearch PersonnelRewardsRisk BehaviorsRoleSamplingSchool-Age PopulationScienceScientistShapesSmall Business Innovation Research GrantSocial IdentificationSocial InteractionSocial NetworkSocial ProblemsSocializationStressTeaching MethodTechniquesTechnologyTestingThinkingTimeVideo GamesWorkYouthadolescent drug useage groupanimationbasecomputer sciencedesigndigitaldrug abuse preventionearly adolescenceeducational atmosphereevidence baseexperienceformative assessmentimprovedinsightjunior high schoollearning outcomemachine learning algorithmmulti-ethnicpandemic diseaseparental influencepedagogypeerpeer influencepressureprogramsprototyperecruitresearch studyscaffoldservice providersskillssocialsocial skillstheoriesusability

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PROJECT ABSTRACT Drug prevention programs that migrate to the web are interactive, but mostly fail to engage youth and maximize program exposure. An alternative approach considers gamification with animated sequences and uses machine learning algorithms based on Markov Decision Processes to stimulate youths’ curiosity, engage them in a real-world scenario that requires real-time strategic thinking. In this Phase I SBIR, we propose to design, build, and test an alpha prototype for Skills-Based Learning (SBL) Online, a fully gamified drug abuse prevention program. Gamification studies now conclusively show that youth can and do learn from playing videogames, particularly when they feel immersed in the game, maintain high levels of curiosity, and form a social identity or close attachment to the characters in the game. Programs also stimulate learning when they provide scaffolding, using guiding, coaching, and modeling that help youth master skills and advance to new challenge levels. In addition, the game has to be responsive to the player, incorporate their in- game behavior, and tailor play to their skill levels as opposed to delivering a prefixed program. When these elements of a videogame come together, they have been shown to stimulate higher order thinking and problem-solving skills that have value in the real-world. We propose to blend instructional design principles with state-of-the-art gamification using machine learning algorithms to create a realistic animated game that teaches decision-making, problem-solving, and social skills. The game involves animation, brief video vignettes, non-playing characters, and a personalized pedagogical agent (an avatar) to guide youth through a simulated environment that presents them with realistic social interactional challenges. The program targets youth in early adolescence (ages 11 to 13), a period when they face numerous developmental challenges that when successfully negotiated helps them crystallize an identity. Shifting tides of influence from parents to peers, seeking emotional independence and greater autonomy plus the adoption of formal operational reasoning are a few of the many factors that fuel “storm and stress” during adolescence. This Phase I application will coalesce the strengths of prevention and computer scientists to build and test an alpha prototype of SBL Online. The study combines formative evaluation using focus groups to learn more about the nature of youths’ social interactions, the settings in which they encounter peer pressure, their perceptions of risky behavior, future orientation, and problem-solving skills they employ to offset life’s pressures. Usability testing iteratively covers early and later build phases, plus active playtesting using think-aloud techniques. A second thrust involves obtaining input from key stakeholders (middle school teachers, youth service providers) to ascertain the program’s developmental and cultural appropriateness and commercial potential. The technology partner (3C) has an extensive acumen building and commercializing social emotional learning- based health-related applications for children and youth including projects with the investigators.
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An Integrative Approach to Control Group Creation for Prevention Research
  • 批准号:
    9754730
  • 项目类别:
  • 资助金额:
    $48.66万
  • 财政年份:
    2016
  • 负责人:
    William B. Hansen
  • 依托单位:
An Integrative Approach to Control Group Creation for Prevention Research
  • 批准号:
    9045107
  • 项目类别:
  • 资助金额:
    $27.05万
  • 财政年份:
    2016
  • 负责人:
    William B. Hansen
  • 依托单位:
Pediatrician Office Drug Prevention
  • 批准号:
    8591737
  • 项目类别:
  • 资助金额:
    $19.03万
  • 财政年份:
    2013
  • 负责人:
    William B. Hansen
  • 依托单位:
Feasibility of a Social Network Preventive Intervention
  • 批准号:
    8436203
  • 项目类别:
  • 资助金额:
    $28.86万
  • 财政年份:
    2012
  • 负责人:
    William B. Hansen
  • 依托单位:
海外基金