Minority and Underserved Youth Learning about Concussions through Virtual Environments
Minority and Underserved Youth Learning about Concussions through Virtual Environments
批准号:
10595833
负责人:
Olu Olofinboba
金额:
$27.56万
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:
2022-09-24 至 2024-08-31
关键词:
Accident and Emergency departmentAdolescentAdolescent Risk BehaviorAffectAfrican AmericanAfrican American populationAgeBrain ConcussionBudgetsCaucasiansCenters for Disease Control and Prevention (U.S.)ChildCommunitiesData AnalysesE-learningEducationEducational CurriculumEducational process of instructingEffectivenessEmergency department visitEnrollmentEsthesiaEvaluationEvaluation StudiesExhibitsExposure toFamilyFuture TeacherGame Based LearningHealthHearingHumanImpairmentIncentivesIndividualInjuryIntuitionKnowledgeLearningLow incomeMedicalMemoryMental DepressionMethodsMidwestern United StatesMinorityModelingMorbidity - disease rateMovementNeurocognitive DeficitPersonalityPersonsPhasePlayPreventionPublic HealthRecreationResearchRiskRuralSamplingSchoolsScientistSmall Business Innovation Research GrantSportsStudentsSurveysSystemTestingThinkingTimeTraumatic Brain InjuryUnited StatesUrban CommunityVisionYouthage groupbasecognitive testingconcussive symptomdesigneighth gradeemotional functioningethnic diversityexperienceinformation processinginnovationjunior high schoollearning outcomemortalityneurobehavioralpeerphase 1 testingphase 2 testingpressureracial disparityracial diversitystudent athleteteachertheoriestoolusabilityvirtual environmentvirtual world
中文摘要
点击翻译按钮获取中文摘要
英文摘要
Abstract
A 2019 study from the CDC estimated 812,000 children (age 17 or younger) were treated in U.S. emergency
departments for concussion or Traumatic Brain Injury (TBI), alone or in combination with other injuries in 2014.
Another recent study, which specifically focused on children’s sports and recreation-related TBIs found the
number of related emergency department visits averaged more than 283,000 annually, during 2010-2016.
Concussions are the most common form of TBI. The CDC recommended focused efforts on educating youth
athletes regarding the risks of concussions. African Americans comprise the majority of underserved, low-
income student athletes in urban communities across the United States. A 2018 study found that African
American adolescent athletes exhibited less concussion knowledge and were less likely to recognize
concussion symptoms compared to Caucasian athletes. Research suggests a greater risk of neurocognitive
impairment following sport-related concussion (SRC) in African American athletes. Effects of TBI can include
impairments related to thinking or memory, movement, sensation (e.g., vision or hearing), and emotional
functioning (e.g., personality changes and depression). These issues not only affect individuals but also can
have lasting effects on families and communities. This Phase I SBIR project will develop an innovative game-
based learning system that educates students about concussions. The target audience is students in their
middle school years (Grades 6-8), with the information placed in the context of students’ lives and the
influencing factors that matter to them. This lines up with the health curriculum used in most states, and the
corresponding national standards. The students will also learn content related to concussions, including age
appropriate introductions to neuro-behavioral theory, human information processing, scientific models, real-
world cognitive testing tools, and examples of how they are used by scientists and medical professionals in
concussion research and treatment. The students are introduced to an online virtual world where they are
exposed to several narratives focused on concussions. Combined with these narratives, they play games
which reinforce and gauge their learning, with the games designed to play differently each time based on user
decisions and actions. The games/scores would be accessible/observable by the teacher, allowing for group
discussion and incentives, tracking of learning outcomes, and integration of gameplay effectively into daily
classroom activity centered on the relevant curricula. This game-based learning system will be evaluated in
two middle schools chosen to represent a sampling of urban and rural schools, and racial and ethnic diversity.
User testing with both students and teachers will be conducted to evaluate the usability, feasibility, and
effectiveness of the game-based learning system.
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海外基金