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

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
批准号:
10524491
负责人:
Neil Edward Klepeis
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
项目状态:
已结题
起止时间:
2022-06-27 至 2023-06-30
关键词:
14 year oldActive LearningAddressAdultAirArchitectureAreaAsthmaAttitudeAwarenessBreathingCarbon MonoxideCarbon Monoxide PoisoningCessation of lifeChemicalsChildChild HealthCommunicationCommunitiesCommunity ActionsComplexCoughingDataDisadvantagedDiseaseDizzinessEconomically Deprived PopulationEducationEducational CurriculumElementsEngineeringEnvironmentEnvironmental ExposureEnvironmental HealthEnvironmental ImpactEnvironmental PollutionEnvironmental Risk FactorExposure toFamilyFantasyFeedbackFocus GroupsGoalsGroup InterviewsHealthHealth SciencesHomeHome environmentHousingHuman bodyInflammationInjuryInterventionKnowledgeLeadLead PoisoningLearningMalignant NeoplasmsMediatingModelingMoldsMonitorNauseaNext Generation Science StandardsOutcomePersonsPhasePhysical environmentPilot ProjectsPlayPopulationPredispositionProcessPublic HealthRadonRandomized Clinical TrialsReactionReadingResearchResourcesRiskRisk FactorsScanningSchool-Age PopulationSchoolsSelf EfficacySeriesSmokeSocial EnvironmentSoilSourceStudentsSurfaceTeacher Professional DevelopmentTestingTimeToxic Environmental SubstancesUnconscious StateUniversitiesWaterYouthacute symptomagedbaseburden of illnessclimate changecostdesigndigitaleducational atmosphereeffectiveness evaluationexperiencefallsgame developmenthandheld mobile devicehealth care availabilityhealth knowledgehealth literacyhousehold environmental exposureimprovedinformal learninginterestjunior high schoollearning materialslow socioeconomic statusminority childrennovelnutritionpet animalphase 1 testingpilot testpollutantprogramsprototyperandomized controlled studyrecruitresponsescaffoldschool districtsensorsimulationsimulation gameskillsteacherthirdhand smokeusabilityvirtual

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中文摘要
翻译
摘要:模拟环境暴露教育(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 可能会影响他们的一生。家庭环境暴露风险对健康的影响尤其大 因为儿童80%-90%的时间在室内,而影响不成比例地落在弱势群体身上 青春年华。这些环境暴露已被证明会增加炎症、哮喘、铅中毒、 癌症和许多其他疾病。此外,这些环境传播的疾病只是其中的一部分 据估计,美国儿童每年要花费766亿美元。提供解决这些问题的知识和技能 面对各种挑战,为了提高认识和行动,年轻人需要发展他们的环境健康。 识字。该项目建议通过手机严肃游戏S3E的设计和试点测试来实现这一点 通过支架式学习和提高中学生环境健康素养 就家中发生的有毒环境暴露进行沟通。这款游戏将使用2.5D 平台式建筑,模拟社会物理动态。球员将:1)设计体能 以及他们自己的模拟世界的社交环境,包括从使用360度扫描 他们自己的家来设计他们的终极幻想空间;2)添加、删除和修改影响 暴露在环境中;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。当玩家在比赛中移动时,他们将拥有 访问有关环境的数据。这款游戏将有嵌入式实时显示屏,通知学生 空气、水、土壤、表面以及人类和宠物身体中污染物水平的模拟传感器读数。 因这些污染物而增加的不良健康表现为活生生的急性症状 玩家和非玩家角色(家人、宠物等),如头晕、恶心、咳嗽、呼吸困难、 或者是昏迷。在玩游戏的过程中,学生会发现个性化的解决方案,以减少 暴露(打开窗户、取下加热器等)并构建了环境保护的模型和机制 曝光。内容将与环境健康素养和科学与工程实践相结合 在下一代科学标准中,促进将游戏融入正式的教育环境。 在计划的第一阶段,我们会为11至13岁的青少年进行形成性研究,包括焦点小组、 面试,并招募不同的小组来共同设计游戏,开发游戏的一部分,使用两个 暴露风险-二手烟/三手烟和一氧化碳中毒-以及Play测试和试点测试 评估可用性、可玩性以及对关于环境风险的知识和意图的影响的游戏 回家。第二阶段将完成游戏开发,增加更多功能和更多暴露风险 进行随机临床试验,评估游戏对环境健康素养和行动的影响。
英文摘要
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.
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Computer-Delivered Interventions for Secondhand Smoke Exposure
Computer-Delivered Interventions for Secondhand Smoke Exposure
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