TheWow Project(Wow):入院した子供たちのための仮想現実を通して世界の不思議 (WOW)
入院小児患者のための没入型のベッドサイド教育 - 前向き、混合メソッド、コホート研究
Hospitalized pediatric patients are unable to leave the hospital to engage in traditional learning environments. Patients often feel depressed, disconnected from learning, and socially withdrawn. The Stanford Chariot Program proposes a partnership with the Palo Alto Unified Hospital School at Stanford Children's Health to reignite patients' emotional well-being through learning. The WOW Project aims to use virtual reality (VR) to travel with hospitalized children to the Wonders of the World (WOW). Combining this immersive learning modality with complementary hands-on activities at the bedside, the investigators will transport them from their hospital room into a nurturing virtual environment to stimulate their emotional, mental, and social growth while they are physically healing. The investigators will evaluate their overall joy and awe of learning by using standardized emotional scales.
調査の概要
研究の種類
入学 (実際)
段階
- 適用できない
連絡先と場所
研究場所
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California
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Palo Alto、California、アメリカ、94304
- Lucile Packard Children's Hospital Stanford
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参加基準
適格基準
就学可能な年齢
健康ボランティアの受け入れ
受講資格のある性別
説明
Inclusion Criteria:
- Between the age of 5 and 17.
- English speaking.
- Anticipated in-patient stay for more than 1 day.
Exclusion Criteria:
- Legal guardian not present to obtain consent
- Child with a significant neurological condition, or major developmental disability
- Child with active infection of the face or hand
- A history of severe motion sickness
- A history of seizures caused by flashing light
- Major surgery within the last 12 hours
研究計画
研究はどのように設計されていますか?
デザインの詳細
- 主な目的:支持療法
- 割り当て:なし
- 介入モデル:単一グループの割り当て
- マスキング:なし(オープンラベル)
武器と介入
参加者グループ / アーム |
介入・治療 |
|---|---|
|
実験的:Virtual Reality Group
Participants will all receive the VR intervention and will be instructed to wear an Oculus Quest 3 headset (Meta, Inc., Menlo Park, CA) and participate in virtual field trips from Engage (David Whelan). Brink Traveler (Akin Bilgic) and Wander (John Entwistle) that are specifically designed to reignite the joy and awe of learning. |
After obtaining written consent, participants will be asked to complete a brief demographic survey and pre-intervention surveys (content knowledge, and wellbeing surveys). They will then be equipped with a VR headset, Quest 3 (Meta, Inc., Menlo Park, CA) displaying the educational field trip. After the VR field trip, participants will participate in a complementary hands-on science experiment. At the conclusion of the experiment, patients will be asked to complete the post intervention surveys (i.e awe, content knowledge, and wellbeing surveys). Additionally, for the first 20 participants, 15 participants will be randomly selected and asked to participate in a 5 open-ended question qualitative interview regarding engagement of the lesson. Audio will be recorded via zoom. |
この研究は何を測定していますか?
主要な結果の測定
結果測定 |
メジャーの説明 |
時間枠 |
|---|---|---|
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Assess the impact of VR-based field trips on the feeling of awe of the pediatric inpatient population
時間枠:immediately after intervention
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The primary outcome will be AWE measured by the AWE-SF Survey - The Awe Experience Short Form Scale. The survey contains 12 items about awe experience. Each item was rated on a 7-point scale (1 = Strongly Disagree, 7 = Strongly Agree). |
immediately after intervention
|
二次結果の測定
結果測定 |
メジャーの説明 |
時間枠 |
|---|---|---|
|
Change in the number of correct answers of the content knowledge
時間枠:Day 1 baseline, Day 1 immediately after intervention
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Change in number of correct answers of the content knowledge using Bloom's Taxonomy questioning. Participants will respond to 5 questions, two questions about comprehension, one question about application, one question about analysis and one question about evaluation. Scores range from 0 to 5, with higher scores indicating the higher number of correct answer. |
Day 1 baseline, Day 1 immediately after intervention
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Change in a patients' well-being as measured through the World Health Organization-Five Well-Being Index (WHO-5)
時間枠:Day 1 baseline, Day 1 immediately after intervention
|
The WHO (Five) Well-Being Index is a participant-reported outcome measure that assesses current mental well being. Questionnaire contains 5 questions . Scores range from 0 to 5, with higher scores indicating the corresponding feeling exists all the time. |
Day 1 baseline, Day 1 immediately after intervention
|
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Thematic analysis of the qualitative surveys including how the lesson engagement correlates to the increase in joyful learning.
時間枠:immediately after intervention
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Analysis of data collected via qualitative surveys, using saturation sampling and documented coding techniques, will result in thematic descriptions how the lesson engagement correlates to the increase in joyful learning. |
immediately after intervention
|
協力者と研究者
スポンサー
研究記録日
主要日程の研究
研究開始 (実際)
一次修了 (実際)
研究の完了 (実際)
試験登録日
最初に提出
QC基準を満たした最初の提出物
最初の投稿 (実際)
学習記録の更新
投稿された最後の更新 (実際)
QC基準を満たした最後の更新が送信されました
最終確認日
詳しくは
本研究に関する用語
キーワード
その他の研究ID番号
- 80079
個々の参加者データ (IPD) の計画
個々の参加者データ (IPD) を共有する予定はありますか?
医薬品およびデバイス情報、研究文書
米国FDA規制医薬品の研究
米国FDA規制機器製品の研究
この情報は、Web サイト clinicaltrials.gov から変更なしで直接取得したものです。研究の詳細を変更、削除、または更新するリクエストがある場合は、register@clinicaltrials.gov。 までご連絡ください。 clinicaltrials.gov に変更が加えられるとすぐに、ウェブサイトでも自動的に更新されます。