...
首页> 外文期刊>The journal of trauma and acute care surgery >Randomized controlled trial to evaluate the effectiveness of a video game as a child pedestrian educational tool
【24h】

Randomized controlled trial to evaluate the effectiveness of a video game as a child pedestrian educational tool

机译:评估电子游戏作为儿童行人教育工具的有效性的随机对照试验

获取原文
获取原文并翻译 | 示例
           

摘要

BACKGROUND: Injury is the number one cause of death and disability in children in the United States and an increasingly important public health problem globally. While prevention of injuries is an important goal, prevention efforts are currently fragmented, poorly funded, and rarely studied. Among school-aged children, pedestrian crashes are a major mechanism of injury. We hypothesized that we could develop a game-based educational tool that would be effective in teaching elementary school children the principles of pedestrian safety. METHODS: Between November 2011 and June 2013, second- and third-grade children in Los Angeles Unified School District were randomly assigned to play a unique interactive video game (Ace's Adventure) about pedestrian safety or to a traditional didactic session about pedestrian safety. A pretest and posttest were administered to the study participants. Afterward, study participants were observed for appropriate pedestrian behavior on a simulated street set called Street Smarts. All statistical analyses were performed using SAS version 9.2. RESULTS: A total of 348 study participants took the pretest and posttest. There were 180 who were randomized to the didactic and 168 who were randomized to the video game. The didactic group demonstrated a higher mean score increase (1.01, p < 0.0001) as compared with the video game group (0.44, p < 0.0001). However, observation of study participants revealed that participants who played the video game, as compared with the didactic group, more frequently exhibited appropriate behavior during the following: exiting a parked car (p = 0.01), signaling to a car that was backing up (p = 0.01), signaling to a stopped car (p = 0.0002), and crossing the street (p = 0.01). CONCLUSION: Students who played the educational video game about pedestrian safety performed similarly to those who attended a more traditional and labor-intensive didactic learning. Innovative educational methods, such as game playing, could significantly change our approach to injury prevention and have the potential to decrease the burden of injury among children worldwide.
机译:背景:伤害是美国儿童死亡和致残的第一大原因,也是全球范围内日益重要的公共卫生问题。虽然预防伤害是一个重要的目标,但预防工作目前支离破碎,资金不足并且很少进行研究。在学龄儿童中,行人碰撞是伤害的主要机制。我们假设我们可以开发一种基于游戏的教育工具,该工具将有效地向小学生教授行人安全原则。方法:2011年11月至2013年6月,洛杉矶统一学区的二年级和三年级儿童被随机分配玩有关行人安全的独特互动视频游戏(Ace's Adventure)或参加有关行人安全的传统教学会议。对研究参与者进行了前测和后测。之后,在名为Street Smarts的模拟街道上观察研究参与者的适当行人行为。所有统计分析均使用SAS 9.2版进行。结果:共有348名研究参与者参加了前测和后测。有180人被随机分配到教学法中,有168人被随机分配到视频游戏中。与视频游戏组(0.44,p <0.0001)相比,教学组的平均得分增加(1.01,p <0.0001)。但是,对研究参与者的观察表明,与教学组相比,玩视频游戏的参与者在以下情况中更经常表现出适当的行为:退出停放的汽车(p = 0.01),向正在倒车的汽车发出信号( p = 0.01),向停驶的汽车发出信号(p = 0.0002),然后过马路(p = 0.01)。结论:玩过有关行人安全教育视频游戏的学生的表现与参加传统和劳动密集型教学法的学生相似。创新的教育方法(例如玩游戏)可能会大大改变我们预防伤害的方法,并有可能减轻全世界儿童的伤害负担。

著录项

相似文献

  • 外文文献
  • 中文文献
  • 专利
获取原文

客服邮箱:kefu@zhangqiaokeyan.com

京公网安备:11010802029741号 ICP备案号:京ICP备15016152号-6 六维联合信息科技 (北京) 有限公司©版权所有
  • 客服微信

  • 服务号