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Educational ProblemsNCT06184022

Augmented Reality Serious Game Design for Promoting Children's Science Education Cognition

A study testing Augmented reality serious game design for promoting children's science education cognition: in people with Educational Problems and Augmented Reality, run by Shanghai Jiao Tong University School of Medicine at 1 site in China.

Completed

Finished. The study has ended and is not enrolling. Results may be posted on the official record.

Official record
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Trial summary

Background:The process of constructing knowledge in the context of children's science education plays a significant role in fostering the development of early scientific literacy. Nevertheless, children sometimes struggle to comprehend scientific knowledge due to the presence of abstract notions. Read more about this study

Who is it for?
Ages 6 to 8 yearsHealthy volunteers can take part
What is being tested?
Augmented reality serious game design for promoting children's science education cognition:
Could I receive a placebo?
No, everyone receives an active treatment
How many people
18 participants
Where
1 siteChina
Study dates
1 May 2022to 1 Sep 2022
Phase
Interventional
Are there results?
None posted in the registry

Key requirements

Who can take part, as listed by the sponsor. Only the study team can confirm whether you are eligible, so take this list to your doctor.

  • Ages 6 to 8 years
  • All sexes
  • Healthy volunteers accepted
  • Child

Who may be able to join

  • native Chinese children (6-8 years old)
  • Clear cognition

Who cannot join

  • Poor listening and comprehension abilities

Trial locations and contacts

1 site in 1 country.

China1 site
  • Dian Zhu

    Shanghai, Shanghai Municipality, 200140

Other trials in China

About this study

Official title: Augmented Reality Serious Game Design for Promoting Children's Science Education Cognition: a Randomized Controlled Trial

Background:The process of constructing knowledge in the context of children's science education plays a significant role in fostering the development of early scientific literacy. Nevertheless, children sometimes struggle to comprehend scientific knowledge due to the presence of abstract notions.

Objective: To evaluate the efficacy of augmented reality (AR) games as a teaching tool for enhancing children's understanding of optical science education.

Methods: 36 healthy children between the ages of 6 and 8 years old were included in this study. Individuals were randomly divided into an intervention group (n=18) and a control group (n=18). Interventions, namely a 20-minute AR science education including three game lesson modules, while the control group was asked to learn 20-minute same knowledge with non-AR science learning app. POE (predict-observe-explain) test of 3 games including animal vision, color-light mixing and light refraction were conducted for all participants before and after the experiment. Also, intrinsic Motivation Inventory (IMI) test including interest-enjoyment (INT-ENJ), perceived competence (COMP), effort-importance (EFF-IMP), and tension-pressure (TEN-PRESS) were conducted for children after the experiment.

Read the detailed description

Guardians of children with independent mobility provided informed written consent for their participation in the study. Participants were randomly assigned to the experimental and control groups using a randomization list maintained by members of the study group uninvolved in any other aspect of the research. Participants' guardians received and opened opaque, sealed envelopes containing group assignments following the initial evaluation. The evaluator in charge of assessing the results of the AR scientific education course had no access to participant information or group assignment.

Sample size calculations were performed using PASS based on the POE test scores from the pre-experiment. Group sample sizes of 18 and 18 achieve 90.118% power to reject the null hypothesis of equal means when the population mean difference is μ1 - μ2 = 3.2- 1.0 = 2.2 with a standard deviation (SD) for two groups of 2.0 and 1.9, and with a significance level (a) of 0.050 using a bilateral, two-sample, equal-variance t-test.

This experiment was a randomized controlled trial, and the participants were randomly separated into the experimental group and the control group. The random numbers were generated by applying SAS software analysis system on computer simulation, and no experimental group was allowed to be selected at random. Every child was tested in the company of a guardian and two experimentalists.

The independent variable was the type of game ("Light and Color", a light science educational product and AR game we designed). The independent variable was the type of game ("Light and Color", a light science educational product and AR game that we created). The dependent variables for both experimental and control group students were the difference between the pre- and post-test results of the POE test and the children's motivation to play the game. To create control variables for the experiment, both games were based on animal vision, light transmission, and color-light mixing, and neither game involved the teacher. In addition, there were no significant gender or age differences between the two student groups.

Being tested
Augmented reality serious game design for promoting children's science education cognition:
Keywords
augmented reality, serious game, science education

What participants receive

What participants receive. In a randomised study each person is assigned to one group by chance.

  • Augmented reality serious game design for promoting children's science education cognition:Combination product

    Also called AR serious game

    The experimental group utilized the three game lesson modules of the AR science education app designed for this study, including "Animals vision," " Light transmission," and "Color-Light mixing".

    The experimental group's total learning time was limited to 20 minutes, the testing process was completed under the supervision of the instructor and the experimenter, and the children's behavioral characteristics were recorded. During the experiment, the participants were not disturbed in any way; researchers only intervened when they faced difficulties or requested assistance. The participants were given a 15-minute respite at the conclusion of the trial to take another POE test. Before and after the intervention, each participant's performance on the game was recorded.

Study groups in NCT06184022
Study groupRoleWhat they receive
Augmented reality serious gameExperimentalBefore the test started, the experimenter gave the basic information of the experiment to the participants. The participants were requested to complete a cognitive exam on the notion of light, and were asked to perform a POE test for each question. The experimental group utilized the three game lesson modules of the AR science education app designed for this study, including "Animals vision," " Light transmission," and "Color-Light mixing". On their initial encounter with the game, respondents were given around 10 minutes to comprehend its mechanics. The experimental group's total learning time was limited to 20 minutes, the testing process was completed under the supervision of the instructor and the experimenter. During the experiment, the participants were not disturbed in any way; researchers only intervened when they faced difficulties or requested assistance. The participants were given a 15-minute respite at the conclusion of the trial to take another POE test.
Receives: Combination Product: Augmented reality serious game design for promoting children's science education cognition:
non-ar serious gameActive comparatorThe control group completed the same three game courses for a maximum of 20 minutes using the non-AR app "Light and Color" after completing the pre-test.For the non-AR game we used "Light and Color" designed by Tinybop available in Appstore Tools for young artists and scientists. Both games have the same scientific educational content on optics (in fact, to experiment with control variables, we adopted the same scientific knowledge as in this non-AR app at the stage of designing the content), so it is possible to perform a POE test. The participants took a 15-minute break at the conclusion of the trial to complete another POE test and the IMI scale.
Receives: Combination Product: Augmented reality serious game design for promoting children's science education cognition:

What is being measured

The primary outcome is the main question the study is designed to answer.

  1. POE (predict-observe-explain) test

    The POE (predict-observe-explain) test is commonly used in science classes and tries to expose students' expectations about certain events and the rationale for these predictions [19]. It is used to demonstrate scientific experiments to pupils and is advantageous for fostering children's critical thinking and assessing students' grasp of scientific topics. The investigator then displays the relevant physical events to the students using basic prop materials after requiring the students to independently determine the questionnaire's responses and their justifications. Finally, students were instructed to alter or supplement their explanations in light of the observations.

    Measured: 30 minutes

Secondary outcomes (1)
  1. Intrinsic Motivation Inventory (IMI)

    It was developed under game conditions with three subscales [22]: interest-enjoyment (INT-ENJ), perceived competence (COMP), and effort-importance (EFF-IMP) to assess the perceived levels of motivation, enjoyment, and perceived difficulty of the participants. To investigate the negative emotions of children using the AR, the study inserted questions from the original scale's tension-stress section

    Measured: 30 minutes

Timeline

From the start of the study to its completion; the mark is today. Estimated dates are the sponsor’s plan.

  1. First posted28 Dec 2023
  2. Study start1 May 2022
  3. Primary completion1 Jul 2022
  4. Study completion1 Sep 2022

Resources

More details

For doctors and researchers: how the study is designed, who runs it, and its registry IDs.

Study design
Study type
Interventional
Phase
Phase N/A
Primary purpose
Other
Allocation
Randomised
Intervention model
Parallel groups
Masking
Single blind
Who is masked
Participant
Enrolment
18 participants (actual)
IDs, dates and publications
ClinicalTrials.gov ID
NCT06184022
Sponsor's protocol ID
Sjtu0009
Status last verified
Dec 2023
First submitted
6 Dec 2023
Last updated
28 Dec 2023
Results posted
No
FDA-regulated drug
No
FDA-regulated device
No
Individual data sharing
Yes: If necessary, the data can be obtained by contacting the author.

Questions about this trial

What is this clinical trial studying?

A study testing Augmented reality serious game design for promoting children's science education cognition: in people with Educational Problems and Augmented Reality, run by Shanghai Jiao Tong University School of Medicine at 1 site in China.

The full registered description is in the About this study section and the official record.

Who may be eligible to take part?

The sponsor lists 2 inclusion and 1 exclusion criteria. Eligibility is decided by the study team after screening, so read the full criteria and contact a listed site.

Is this clinical trial currently recruiting?

The record says: finished, as of the sponsor's last update on 28 Dec 2023. Status can change between updates, so confirm with the study contact before making plans.

Where is the study taking place?

The record lists 1 site in China. Whether a site is taking part right now should be confirmed with that site. See every site.

What are the possible benefits and risks?

They depend on the study and the treatment, and no study can promise a benefit. The study team explains the known risks during informed consent, before anyone joins; the record itself does not list them.

Are results available for this study?

The study is completed, but results are not available in the source record. That does not mean the treatment did or did not work.

How can a doctor refer a patient or contact the research team?

The record lists no contact. The official record names the sponsor, who can be asked directly. AzTrials does not enrol participants or take referrals.

What does the primary outcome measure?

POE (predict-observe-explain) test (time frame: 30 minutes). It is what the study was designed to measure, not a finding.

Where can I read the original study information?
Does a listing mean the treatment is approved or proven to work?

No. A listing means the study is registered. It does not show that the treatment is safe, works, or is approved by a regulator.

How often is this information updated?

AzTrials copies changed records from ClinicalTrials.gov every night and reloads the whole registry every week. The sponsor last updated this record on 28 Dec 2023.

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