MEDICAL MYSTERIES: SERIOUS STEM INTERACTIVE DIGITAL MEDIA

医学之谜:严肃的干交互式数字媒体

基本信息

  • 批准号:
    10084720
  • 负责人:
  • 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
  • 起止时间:
    2019-05-02 至 2020-12-01
  • 项目状态:
    已结题

项目摘要

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.
睡眠之谜是一个吸引人的,真实的,互动的STEM课堂游戏,为非STEM观众。这一严重 STEM游戏旨在解决三个重要问题: 健康的睡眠习惯对长期慢性病的作用 睡眠卫生不良和处方药滥用之间的联系 美国学生进入中学后对STEM和健康科学的兴趣下降 通过参与动手,激烈的,真实的案例场景,学生将了解他们的角色, 个人在形成影响慢性和急性疾病的健康习惯方面发挥作用。专为健康、生活而设计 科学,或体育教师,这个游戏练习下一代科学标准的做法, 学生们致力于解决一个真实的医学之谜:一名50岁男子在接受治疗时不明原因的死亡 因为无法入睡而被医生诊断为失眠 一个使用了4个以教师为主导的学习站的纸质原型在8个课程中进行了试点,来自 4 - 8年级,再次与24名科学教师。反应是压倒性的积极:64%的学生报告说, 他们对科学专业的兴趣有所提高,60%的人认为他们对科学的信心有所提高。教师 要求制作一个可以在课堂上使用的版本,以覆盖更多的中学生。 基于这个成功的课堂试点,我们建议开发和评估一个基于网络的,可玩的原型, 参加健康、体育或生命科学必修课的中学生。我们的具体目标是: 目标1:原型数字游戏开发。与中学健康和科学教师合作,我们将 确认学习成果,内容和方法适合我们的受众,并符合特定的健康 科学标准。沿着可玩原型,我们将为教师开发配套的教案。 每一章都将使用来自实际案例的数据,并让学生扮演不同STEM专业人士的角色, 同时获得线索并检测患者死亡的潜在原因。 目标二。评估数字游戏原型的参与,学习健康内容的收益,并增加 对STEM和健康科学职业感兴趣。评估将通过赛前和赛后调查收集数据, 学生,游戏分析和教师的结构化访谈。仪器将包含研究人员- 生成(参与度,健康内容)和先前验证的措施(STEM职业兴趣)。人口 将包括来自两所学校的不少于120名学生,其中一所学校的少数民族学生人数严重不足:60% 拉丁裔和30%的非裔美国学生。评估将遵循准实验设计,选择 学生的子集参与人类促进的游戏作为控制。第一阶段的最终目标是取得成果 对于基于网络的游戏来说,这些测试与以游戏者为主导的课堂测试是一样的,甚至更好。

项目成果

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Jasminka Criley其他文献

Jasminka Criley的其他文献

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{{ truncateString('Jasminka Criley', 18)}}的其他基金

Interactive hand hygiene training for special education pre-vocational students
特教职前学生互动式手卫生培训
  • 批准号:
    10761562
  • 财政年份:
    2023
  • 资助金额:
    $ 5.5万
  • 项目类别:
Interactive Digital Media-based Learning for Hand Hygiene in School-Age Children
基于交互式数字媒体的学龄儿童手部卫生学习
  • 批准号:
    10541754
  • 财政年份:
    2021
  • 资助金额:
    $ 5.5万
  • 项目类别:
Interactive Digital Media-based Learning for Hand Hygiene in School-Age Children
基于交互式数字媒体的学龄儿童手部卫生学习
  • 批准号:
    10326072
  • 财政年份:
    2021
  • 资助金额:
    $ 5.5万
  • 项目类别:

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