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Caduceus Quest: A serious STEM game to promote reproductive health and STEM and health career interest

Caduceus Quest: A serious STEM game to promote reproductive health and STEM and health career interest
Caduceus Quest:一款严肃的 STEM 游戏,旨在促进生殖健康以及 STEM 和健康职业兴趣
批准号:
9067167
负责人:
MELISSA L. GILLIAM
金额:
$22.5万
依托单位:
依托单位国家:
美国
项目类别:
财政年份:
2016
资助国家:
美国
项目状态:
已结题
起止时间:
2016-08-01 至 2018-04-30

项目摘要

项目成果

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中文摘要
翻译
 描述(由申请者提供):拟议的第一阶段STTR项目将开发和测试一个严肃的游戏Caduceus Quest,以吸引青年参与STEM学习,促进减少性和生殖健康风险行为,并促进资产开发,以实现全面、长期的福祉。Caduceus Quest将是一款多平台、基于理论的角色扮演游戏,玩家可以组建由医生、政策制定者、研究人员、青年倡导者、教育工作者等组成的团队,以解决城市周围的医学谜团和流行病危机。该项目将吸引13-18岁的年轻人,主要是非裔美国人和拉丁裔,生活在芝加哥的南侧和西侧。来自CI3(性与生殖健康跨学科研究与创新中心)、CI3的S游戏改变者芝加哥(GCC)设计实验室、Resilient游戏工作室和3C研究所的多学科团队将参与游戏原型的开发、测试。这些合作伙伴共同致力于利用基于游戏的学习经验来增强青年的技能、能力和支持,以实现最佳的健康和福祉。该游戏将与目标人群青年一起开发,并由青少年、家长和教育工作者利益相关者进行测试。调查和焦点小组将提供关于游戏的可用性以及对STEM和健康兴趣、STEM和健康职业自我效能以及健康行为的影响的信息。客户访谈将被用来确定理想的市场渠道,为未来的商业化做准备。
英文摘要
 DESCRIPTION (provided by applicant): The proposed Phase I STTR project will develop and test a serious game, Caduceus Quest, to engage youth in STEM learning, facilitate reductions in sexual and reproductive health risk behaviors, and promote asset development toward holistic, long-term well-being. Caduceus Quest will be a multi-platform, theory-based, role-playing game in which players build up teams of doctors, policymakers, researchers, youth advocates, educators, etc. to solve medical mysteries and epidemiologic crises around the city. This project will engage youth ages 13-18, predominately African American and Latino, living on the South and West Sides of Chicago. A multidisciplinary team from Ci3 (the Center for Interdisciplinary Inquiry and Innovation in Sexual and Reproductive Health), Ci3's Game Changer Chicago (GCC) Design Lab, Resilient Games Studio, and 3C Institute will be engaged to develop, test, the game prototype. These partners share a commitment to using game-based learning experiences to empower youth with the skills, capacity, and support to achieve optimal health and well-being. The game will be developed in conjunction with target population youth and tested by adolescent, parent, and educator stakeholders. Surveys and focus groups will yield information about the game's usability and impact on STEM and health interest, STEM and health career self-efficacy, and health behaviors. Customer interviews will be used to determine ideal market channels in preparation for future commercialization.
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海外基金