Simulation for Environmental Exposure Education (S3E): A Serious Game Platform for Environmental Health Literacy

环境暴露教育模拟(S3E):环境健康素养的严肃游戏平台

基本信息

  • 批准号:
    10524491
  • 负责人:
  • 金额:
    $ 25.91万
  • 依托单位:
  • 依托单位国家:
    美国
  • 项目类别:
  • 财政年份:
    2022
  • 资助国家:
    美国
  • 起止时间:
    2022-06-27 至 2023-06-30
  • 项目状态:
    已结题

项目摘要

ABSTRACT: Simulation for Environmental Exposure Education (S3E) Studies have documented cumulative health effects of chemical and nonchemical exposures on children that can impact them for a lifetime. In-home environmental exposure risks are particularly impactful on health because children spend 80-90% of their time indoors, and impact disproportionately falls on disadvantaged youth. These environmental exposures have been shown to increase inflammation, asthma, lead poisoning, cancer and a host of other conditions. In addition, just a subset of these environmentally mediated diseases in US children is estimated to cost $76.6 billion per year. To provide the knowledge and skills to address these challenges and to inspire awareness and action, young people need to develop their environmental health literacy. This project proposes to do that through the design and pilot testing of a mobile serious game, S3E, to improve environmental health literacy among middle-school age youth by scaffolding learning and communication about toxic environmental exposures occurring at home. The game will be built using a 2.5D platformer-style architecture with a simulation of socio-physical dynamics. Players will: 1) Design the physical and social environments of their own simulated world, including everything from using 360 degree scans from their own home to designing their ultimate fantasy space; 2) Add, remove, and modify objects that impact environmental exposure; 3) Move, interact, communicate, and take action in a virtual experience to avoid environmental exposure and sickness, injury, or death. As the player moves throughout the game, they will have access to data about the environment. The game will have embedded real-time displays that inform students of simulated sensor readings for contaminant levels in air, water, soil, surfaces, and bodies of humans and pets. Increasing adverse health in response to these contaminants is represented by animated acute symptoms in players and non-player characters (family, pets, etc.), such as dizziness, nausea, coughing, difficulty breathing, or unconsciousness. In the process of playing the game, students will discover personalized solutions to reduce exposure (opening a window, removing a heater, etc.) and build models and mechanisms of environmental exposure. The content will be aligned with Environmental Health Literacy and Science and Engineering practice in the Next Generation Science Standards to facilitate integration of the game into formal educational settings. In Phase I of the project, we will conduct formative research with youth aged 11-13, including focus groups, interviews, and recruiting a diverse panel to co-design the game, develop a portion of the game using two exposure risks–secondhand/thirdhand smoke and carbon monoxide poisoning–and play test and pilot test the game to evaluate usability, playability, and impact on knowledge and intentions around environmental risk in the home. Phase II will complete game development with the addition of more features and more exposure risks and conduct a randomized clinical trial to assess the impact of the game on environmental health literacy and action.
摘要:环境暴露教育的模拟(S3E) 研究已经记录了化学和非化学暴露对儿童的累积健康影响 可以一生影响他们。内部环境暴露风险对健康尤其影响 因为孩子在室内花费80-90%的时间,并且影响不成比例地落在灾难上 青年。这些环境暴露已被证明会增加注射,哮喘,铅中毒, 癌症和许多其他条件。此外,仅这些环境介导的疾病的一个子集 据估计,美国儿童每年耗资766亿美元。提供知识和技能来解决这些问题 挑战并激发人们的意识和行动,年轻人需要发展其环境健康 扫盲。这个项目的建议是通过对移动严重游戏S3E的设计和试点测试来做到这一点 通过脚手架学习和 关于在家中发生的有毒环境暴露的沟通。游戏将使用2.5D构建 平台游戏风格的体系结构,模拟社会物理动力学。玩家将:1)设计物理 以及自己模拟世界的社交环境,包括从使用360度扫描的所有内容 他们自己设计终极幻想空间的家; 2)添加,删除和修改影响的对象 环境暴露; 3)在虚拟体验中移动,互动,交流和采取行动以避免 环境暴露和疾病,伤害或死亡。随着球员在整个比赛中的移动,他们将拥有 访问有关环境的数据。该游戏将嵌入实时显示,以告知学生 对人类和宠物的空气,水,土壤,表面和身体中污染物水平的模拟传感器读数。 对这些污染物的响应不良健康的增加,由动画急性症状表示 玩家和非玩家角色(家庭,宠物等),例如头晕,恶心,咳嗽,呼吸困难, 或无意识。在玩游戏的过程中,学生将发现个性化解决方案以减少 曝光(打开窗口,卸下加热器等),并建立环境的模型和机制 接触。内容将与环境健康素养,科学与工程实践保持一致 在下一代科学标准中,促进游戏将游戏整合到正规教育环境中。 在该项目的第一阶段中,我们将与11-13岁的青年一起进行形成性研究,包括焦点小组, 访谈,并招募一个不同的面板以共同设计游戏,使用两个游戏开发了一部分游戏 暴露风险 - 第二次/第三次烟雾和一氧化碳中毒 - 并进行测试和试点测试 游戏以评估对环境风险的知识和意图的可用性,可玩性和影响 家。第二阶段将通过增加更多功能和更多的曝光风险来完成游戏开发,并且 进行随机临床试验,以评估游戏对环境健康素养和行动的影响。

项目成果

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Neil Edward Klepeis其他文献

Neil Edward Klepeis的其他文献

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{{ truncateString('Neil Edward Klepeis', 18)}}的其他基金

Computer-Delivered Interventions for Secondhand Smoke Exposure
针对二手烟暴露的计算机干预措施
  • 批准号:
    7896078
  • 财政年份:
    2008
  • 资助金额:
    $ 25.91万
  • 项目类别:
Computer-Delivered Interventions for Secondhand Smoke Exposure
针对二手烟暴露的计算机干预措施
  • 批准号:
    7389447
  • 财政年份:
    2008
  • 资助金额:
    $ 25.91万
  • 项目类别:

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