MEDICAL MYSTERIES: SERIOUS STEM INTERACTIVE DIGITAL MEDIA
MEDICAL MYSTERIES: SERIOUS STEM INTERACTIVE DIGITAL MEDIA
批准号:
10084720
负责人:
Jasminka Criley
金额:
$5.5万
依托单位:
依托单位国家:
美国
项目类别:
财政年份:
2019
资助国家:
美国
项目状态:
已结题
起止时间:
2019-05-02 至 2020-12-01
关键词:
Acute DiseaseAddressAdolescentAdolescent obesityAffectAfrican American studentAmericanAutopsyBehaviorBiological SciencesCaringCause of DeathCessation of lifeChildChronicChronic DiseaseCommunity HealthCoronerCrimeDangerousnessDataDevicesDiabetes MellitusDiseaseEducationEducational CurriculumEducational InterventionEmergency CareEvaluationExerciseExperimental DesignsForensic MedicineHabitsHealthHealth SciencesHealth educationHealthcareHeart DiseasesHomicideHourHumanHypertensionInadequate Sleep HygieneInjuryInterviewInvestigationLatinoLearningLearning SkillMalignant NeoplasmsMeasuresMedicalMedical EthicsMemory impairmentMental disordersMiddle School StudentNext Generation Science StandardsObesityOnline SystemsPaperPatientsPerformancePharmaceutical PreparationsPhasePhysical EducationPhysiciansPlayPolicePopulationProblem behaviorProductivityRecordsReflex actionReportingResearch PersonnelResourcesRoleRunningSTEM careerSTEM gameSchoolsScienceShoesSleepSleep DisordersStrokeStructureStudentsSurveysTabletsTimeTrainingTranslatingUnderrepresented MinorityUnited States National Institutes of HealthWalkingWorkacute carebasecardiovascular emergencycareercombatdesigndiet and exercisedigitaldigital mediafightinggame developmenthigh riskimprovedinstructorinstrumentinterestjunior high schoollaptoplearning outcomemanmotor controlobesity in childrenprescription drug abuseprogramsprototyperesponsescience educationscience teachersleep behaviorstemteacher
中文摘要
点击翻译按钮获取中文摘要
英文摘要
Sleep Mystery is an engaging, authentic, interactive STEM classroom game for a non-STEM audience. This serious
STEM game was designed to address three important issues:
the role of healthy sleep habits on long-term chronic disease
the connection between poor sleep hygiene and prescription drug abuse
the declining interest of U.S. students as they reach middle school in STEM and health sciences
Through participation in hands-on, intense, real-world case scenarios, students will understand the role they
personally play in forming their own health habits that impact chronic and acute disease. Designed for health, life
science, or physical education teachers, this game exercises Next Generation Science Standard practices as
students work to solve a real medical mystery: the unexplained death of a 50-year-old man who was being treated
by his physician for an inability to sleep.
A paper prototype that used 4 instructor-led learning stations was piloted in 8 sessions with 285 students from
grades 4-8, and again with 24 science teachers. The response was overwhelmingly positive: 64% students reported
their interest in science professions improved, and 60% that their confidence in science improved. Teachers
requested a version that they could use in their classrooms to reach more middle-school students.
Based on this successful classroom pilot, we propose to develop and evaluate a web-based, playable prototype for
middle-school students taking required health, physical education, or life science classes. Our specific aims are:
Aim 1: Prototype digital game development. Working with middle school health and science teachers, we will
confirm the learning outcomes, content, and approach are appropriate for our audience and meet specific health
and science standards. Along with the playable prototype, we will develop supporting lesson plans for teachers.
Each chapter will use data from the actual case, and allow students to play the role of different STEM professionals,
while obtaining clues and detecting potential causes of patient’s demise.
Aim 2. Evaluation of the digital game prototype for engagement, learning gains in health content, and increased
interest in STEM and health sciences careers. Evaluation will collect data through pre- and post-game surveys of
students, game-play analytics, and structured interviews of teachers. Instruments will contain both researcher-
generated (engagement, health content) and previously validated measures (interest in STEM careers). Populations
will include no less than 120 students from two schools, one with significant underrepresented minorities: 60%
Latino and 30% African American students. The evaluation will follow a quasi-experimental design, selecting a
subset of students to participate in human-facilitated game as a control. The final target in Phase I will be results
for the web-based game that are equal or better to the instructor-led classroom pilot for these same measures.
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会议论文
Interactive hand hygiene training for special education pre-vocational students
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批准号:10761562
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项目类别:
-
资助金额:$30.24万
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财政年份:2023
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负责人:Jasminka Criley
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依托单位:
Interactive Digital Media-based Learning for Hand Hygiene in School-Age Children
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批准号:10541754
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项目类别:
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资助金额:$5.5万
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财政年份:2021
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负责人:Jasminka Criley
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依托单位:
Interactive Digital Media-based Learning for Hand Hygiene in School-Age Children
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批准号:10326072
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项目类别:
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资助金额:$25.66万
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财政年份:2021
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负责人:Jasminka Criley
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依托单位:
海外基金