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Kürzi, An Interactive Media Device and Curriculum Encouraging Healthy Decision Making in Youth

Kürzi, An Interactive Media Device and Curriculum Encouraging Healthy Decision Making in Youth
Kürzi,一种互动媒体设备和鼓励青少年做出健康决策的课程
批准号:
10255073
负责人:
Kenneth M Burns
金额:
$24.96万
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:
2021-06-05 至 2022-12-04

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中文摘要
翻译
摘要/摘要 美国成年人(美国)在工业国家中,慢性病负担的比率最高, 肥胖导致的死亡可以通过选择更健康的生活方式来预防。美国成年人有自己的生活 预期寿命为78.6岁,比所有其他工业国家的平均年龄低2.1岁,而非西班牙裔美国人 美国黑人的预期寿命更短,为75.3岁。供应商对黑人和西班牙裔的偏见 患者在研究中得到了很好的证明,这有助于少数族裔患者不太可能接受 适当的治疗。医疗保健中的种族不平等已被证明是导致 美国少数族裔的健康教育需要改善,以造福所有美国人,以及医疗保健 系统必须多样化,以便更好地平等地为所有患者服务。为了使医疗保健系统多样化,儿童应该 当他们考虑职业角色时,在青春期向他们介绍可能的职业道路。研究表明, 显示从6年级到8年级的学生通过使用交互式数字媒体进行学习 (IDM)游戏展示了不同种族/民族、性别和学习情况下知识的显著增长 残疾人士。我们计划开发一种低成本的独立设备,具有基本的生命体征传感器和交互式 通过游戏展示在饮食和体力活动方面做出健康决定的重要性 根据输入的玩家生命体征使用表现更好的化身。这款基于化身的游戏Kürzi将包括 医生拜访库尔齐生物和以不同医疗保健职业为特色的活动。库尔齐装置是 配合以国家健康教育标准为基础的量身定制的课程,供训练有素的教师指导 学生通过四个不同的课程。八个不同的中学教室将使用以下工具进行评估 形成性评估以确定Kürzi IDM是否提高了关于健康决策的知识和 医疗保健事业。此外,将有四组教室,每组两个,在2x2的学科间歇中 用于将库尔齐产品的任何效果从新课程中隔离出来的设计。在结束时, 对于课程,将通过与课程相关的开放式问题征求教师的反馈意见。
英文摘要
Summary/Abstract Adults in the United States (U.S.) have the highest rates among industrial nations of chronic disease burden and obesity leading to deaths that could be prevented with healthier lifestyle choices. U.S. adults have a life expectancy of 78.6 years, 2.1 years lower than the average of all other industrial nations, while Non-Hispanic Black Americans have an even shorter life expectancy at 75.3 years. Provider bias against Black and Hispanic patients has been well documented in research contributing to minority patients being less likely to receive adequate treatment. Racial inequalities in healthcare have been proven to contribute to shorter lifespans for minorities in the U.S. Health education needs to be improved for the benefit of all Americans, and the healthcare system must be diversified to better serve all patients equally. To diversify the healthcare system, children should be introduced to possible career paths in adolescence when they are considering career roles. Studies have shown that students from 6th through 8th grade exposed to learning through the use of interactive digital media (IDM) games demonstrate significant gains in knowledge across different races/ethnicities, genders, and learning disabilities. We propose to develop a low-cost standalone device with basic vital sign sensors and interactive games to demonstrate the importance of making healthy decisions in relation to diet and physical activity via the use of an avatar that performs better based on input player vital signs. The avatar-based game, Kürzi, will include doctor visits for the Kürzi creature and events that feature different healthcare professions. The Kürzi device is paired with a tailored curriculum based on the National Health Education Standards for trained teachers to guide students through four different lessons. Eight different middle school classrooms will be evaluated using formative assessment to determine if the Kürzi IDM improves knowledge about healthy decision making and healthcare careers. Additionally, there will be four groups of two classrooms each in a 2 x 2 between-subjects design that will be used to isolate any effect of the Kürzi product from the new curriculum. At the end of the curriculum, teachers will be asked for feedback through open-ended questions related to the curriculum.
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