EducationNCT06966895
The Effectiveness of Parent-child Collaborative Game on Children Attentiveness in Informal Learning Environment
A study testing a parent-child collaboration game app and traditional text-based panels group in people with Education and Educational Technology, run by Shanghai Jiao Tong University School of Medicine at 1 site in China.
Trial summary
To assess the impact of applying a parent-child collaboration game app on children during museum visiting process compared to traditional text-based panels. Read more about this study
- Who is it for?
- Ages 8 to 10 yearsHealthy volunteers can take part
- Conditions the study is for
- Education, Educational Technology, Children
- What is being tested?
- a parent-child collaboration game app and traditional text-based panels group
- Type of treatment
- Medical device
- Could I receive a placebo?
- Yes, some participants may receive a placebo
- How many people
- 48 participants
- Where
- 1 siteChina
- Study dates
- 1 Mar 2024to 1 Jun 2024
- 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 8 to 10 years
- All sexes
- Healthy volunteers accepted
- Child
Who may be able to join
- age 8-10 years,
- good communication and comprehension skills without significant cognitive deficits
- parents\' ability to operate electronic devices proficiently.
Who cannot join
- children can't read the text accurately
- children with severe disabilities who are unable to move easily
- guardians who are responsible for more than one child
Trial locations and contacts
1 site in 1 country.
China1 site
Shanghai Jiao Tong University
Shanghai, Shanghai Municipality, 200240
About this study
To assess the impact of applying a parent-child collaboration game app on children during museum visiting process compared to traditional text-based panels.
Read the detailed description
The objective of our research was to confirm the efficacy of an interactive app that facilitates parent-child collaboration during museum visits and to provide children with knowledge regarding the museum learning process. An application is utilized throughout the entire behavioral process of a museum visit; it serves as an auxiliary tool to facilitate the parent-child experience in the museum in a more targeted manner.
- Conditions
- Education, Educational Technology, Children, Knowledge
- Being tested
- a parent-child collaboration game app, traditional text-based panels group
- Keywords
- informal learning environment, attentiveness, parent-child collaboration, game
What participants receive
What participants receive. In a randomised study each person is assigned to one group by chance.
a parent-child collaboration game appDevice
This application is utilized throughout the entire behavioral process of a museum visit; it serves as an auxiliary tool to facilitate the parent-child groups\' experience in the museum in a more targeted manner.
traditional text-based panels groupOther
A traditional museum visitor\'s manual, containing knowledge of similar content to that in the game.
| Study group | Role | What they receive |
|---|---|---|
| Museum Talking | Experimental | This application is utilized throughout the entire behavioral process of a museum visit; it serves as an auxiliary tool to facilitate the parent-child groups' experience in the museum in a more targeted manner. The players will experience the historical narrative, Breakout Q\&A,and the production game in collaboration with parents. Players can earn between 0 and 3 stars in the game, contingent on the frequency of accurate responses.While the breakout mechanism is mainly triggered by children's external motivation, the design parts of the internal motivation are mainly triggered by parental involvement, including the APP hints, and the model kitchen game. During the first two levels of answering questions, parents get some hints through the APP. In the third level of the simulated kitchen, parents get detailed cooking recipes through the APP so that children can finish it with the help of their parents. The simulated kitchen is a real space containing plastic cookware and ing Receives: Device: a parent-child collaboration game app |
| Traditional text-based panels group | Sham comparator | A traditional museum visitor's manual, containing knowledge of similar content to that in the game. Receives: Other: traditional text-based panels group |
What is being measured
The primary outcome is the main question the study is designed to answer.
FSS (Flow State Scale) score
The Flow State Scale (FSS) is a psychological assessment tool used to measure the experience of flow, a state of deep immersion and focus in an activity, where time seems to disappear, and a person feels fully engaged and in control. Flow is often associated with peak performance in various domains, including sports, work, and creative activities.
The FSS typically consists of a series of statements related to the nine dimensions of flow (Challenge-Skill Balance, Action-Awareness Merging, Clear Goals, Unambiguous Feedback, Concentration on the Task, Sense of Control, Loss of Self-Consciousness, Transformation of Time and Autotelic Experience).
Respondents typically rate each statement on a Likert scale (e.g., from 1 to 5 or 1 to 7), indicating how much they agree or disagree with each statement as it applies to their experience. Higher scores on the FSS indicate a stronger experience of flow.
Measured: immediately after the procedure
Secondary outcomes (1)
Post-game knowledge assessment
The Knowledge Test was designed to analyze educational efficiency by measuring the amount of knowledge remembered by participants. The test consisted of seven quiz questions about points of knowledge in the museum. In order to prevent children from visiting purposefully, the researcher designed two similar sets of test questions.
Measured: immediately after the procedure
Timeline
From the start of the study to its completion; the mark is today. Estimated dates are the sponsor’s plan.
- First posted13 May 2025
- Study start1 Mar 2024
- Primary completion1 May 2024
- Study completion1 Jun 2024
Resources
- Official record on ClinicalTrials.govThe registry entry this page is built from, with its full change history.
- Other trials for EducationStudies of the same condition, open and under way.
- More trials run by Shanghai Jiao Tong University School of MedicineThe sponsor's other registered studies.
- What the trial phases meanHow a treatment moves from first tests in people to approval.
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
- Model description
- In terms of user motivation, the gamified design model for museums aims to engage and satisfy both parents and children by tapping into their intrinsic and extrinsic motivations. The goal is to enhance their involvement and enjoyment. The model emphasizes social interaction and curiosity, offering opportunities for enjoyment and a sense of accomplishment through interactions with parents and peers. By incorporating game-like challenges, the model caters to children\'s natural inclination for exploration, igniting their curiosity and thus increasing their interest and engagement with the museum.
- Masking
- Triple blind
- Who is masked
- Participant, Investigator, Outcomes assessor
- Enrolment
- 48 participants (actual)
Sponsor and investigators
- Lead sponsor
- Shanghai Jiao Tong University School of Medicine
- Sponsor type
- University, hospital or other
- Responsible party
- Principal investigator, Zhu Dian, Shanghai Jiao Tong University School of Medicine
- Investigators
- Dian Zhu, Principal investigator, Shanghai Jiao Tong University School of Medicine
IDs, dates and publications
- ClinicalTrials.gov ID
- NCT06966895
- Sponsor's protocol ID
- NEADS005
- Status last verified
- Sep 2024
- First submitted
- 1 Sep 2024
- Last updated
- 13 May 2025
- Results posted
- No
- Data monitoring committee
- No
- FDA-regulated drug
- No
- FDA-regulated device
- No
- Individual data sharing
- No: Information concerning children
Study at a glance
From the registry record, last updated by the sponsor on 13 May 2025. Recruitment status is as the sponsor reported it: confirm with the study team.
- Official title
- The Effectiveness of Parent-child Collaborative Game on Children Attentiveness in Informal Learning Environment
- ClinicalTrials.gov ID
- NCT06966895
- Acronym / sponsor ID
- NEADS005
- Conditions
- Education, Educational Technology, Children, Knowledge
- Keywords
- informal learning environment, attentiveness, parent-child collaboration, game
- Study type
- Interventional
- Recruitment status
- Completed
- Enrolment
- 48 participants (actual)
- Lead sponsor
- Shanghai Jiao Tong University School of MedicineUniversity, hospital or other
- Study start
- 1 Mar 2024 (actual)
- Primary completion
- 1 May 2024 (actual)
- Study completion
- 1 Jun 2024 (actual)
- First posted
- 13 May 2025 (actual)
- Results
- Not posted in the source record
Clinical summary
The research question as the sponsor registered it. This describes what the study plans to test, not what it found.
To assess the impact of applying a parent-child collaboration game app on children during museum visiting process compared to traditional text-based panels.
Detailed description
The objective of our research was to confirm the efficacy of an interactive app that facilitates parent-child collaboration during museum visits and to provide children with knowledge regarding the museum learning process. An application is utilized throughout the entire behavioral process of a museum visit; it serves as an auxiliary tool to facilitate the parent-child experience in the museum in a more targeted manner.
Study design
- Primary purpose
- Other
- Allocation
- Randomised
- Intervention model
- Parallel groups
- Masking
- Triple blind (participant, investigator, outcomes assessor)
- Number of arms
- 2
- Model description
- In terms of user motivation, the gamified design model for museums aims to engage and satisfy both parents and children by tapping into their intrinsic and extrinsic motivations. The goal is to enhance their involvement and enjoyment. The model emphasizes social interaction and curiosity, offering opportunities for enjoyment and a sense of accomplishment through interactions with parents and peers. By incorporating game-like challenges, the model caters to children\'s natural inclination for exploration, igniting their curiosity and thus increasing their interest and engagement with the museum.
| Arm | Type | Receives |
|---|---|---|
| Museum Talking | Experimental | Device: a parent-child collaboration game appThis application is utilized throughout the entire behavioral process of a museum visit; it serves as an auxiliary tool to facilitate the parent-child groups' experience in the museum in a more targeted manner. The players will experience the historical narrative, Breakout Q\&A,and the production game in collaboration with parents. Players can earn between 0 and 3 stars in the game, contingent on the frequency of accurate responses.While the breakout mechanism is mainly triggered by children's external motivation, the design parts of the internal motivation are mainly triggered by parental involvement, including the APP hints, and the model kitchen game. During the first two levels of answering questions, parents get some hints through the APP. In the third level of the simulated kitchen, parents get detailed cooking recipes through the APP so that children can finish it with the help of their parents. The simulated kitchen is a real space containing plastic cookware and ing |
| Traditional text-based panels group | Sham comparator | Other: traditional text-based panels groupA traditional museum visitor's manual, containing knowledge of similar content to that in the game. |
Who may qualify
- Ages
- 8 to 10 years
- Sex
- All
- Healthy volunteers
- Accepted
- Age groups
- Child
Key inclusion criteria (3 listed)
- age 8-10 years,
- good communication and comprehension skills without significant cognitive deficits
- parents\' ability to operate electronic devices proficiently.
Key exclusion criteria (3 listed)
- children can't read the text accurately
- children with severe disabilities who are unable to move easily
- guardians who are responsible for more than one child
Eligibility is decided by the study team after screening; this overview does not establish that a patient qualifies. Full inclusion and exclusion criteria.
Interventions
| Intervention | Type | Arms |
|---|---|---|
| a parent-child collaboration game appThis application is utilized throughout the entire behavioral process of a museum visit; it serves as an auxiliary tool to facilitate the parent-child groups\' experience in the museum in a more targeted manner. | Device | Museum Talking |
| traditional text-based panels groupA traditional museum visitor\'s manual, containing knowledge of similar content to that in the game. | Other | Traditional text-based panels group |
Primary outcome
FSS (Flow State Scale) score
Time frame: immediately after the procedure
The Flow State Scale (FSS) is a psychological assessment tool used to measure the experience of flow, a state of deep immersion and focus in an activity, where time seems to disappear, and a person feels fully engaged and in control. Flow is often associated with peak performance in various domains, including sports, work, and creative activities. The FSS typically consists of a series of statements related to the nine dimensions of flow (Challenge-Skill Balance, Action-Awareness Merging, Clear Goals, Unambiguous Feedback, Concentration on the Task, Sense of Control, Loss of Self-Consciousness, Transformation of Time and Autotelic Experience). Respondents typically rate each statement on a Likert scale (e.g., from 1 to 5 or 1 to 7), indicating how much they agree or disagree with each statement as it applies to their experience. Higher scores on the FSS indicate a stronger experience of flow.
1 secondary outcome
Post-game knowledge assessment
Time frame: immediately after the procedure
Results and safety
The study is completed, but results are not available in the source record. That does not mean the treatment did or did not work.
Research links
- Official record on ClinicalTrials.govLast updated by the sponsor 13 May 2025.
- Individual participant dataSharing planned: No. Information concerning children
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Referral and contact
AzTrials does not enrol participants or take referrals. Contact the study team or a site listed below; they decide who can take part. This study is not recruiting at the moment.
Dian Zhu principal investigator
Shanghai Jiao Tong University School of Medicine
1 site in 1 country: see every site and its status.
Questions about this trial
What is this clinical trial studying?
A study testing a parent-child collaboration game app and traditional text-based panels group in people with Education and Educational Technology, 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 3 inclusion and 3 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 13 May 2025. 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. Some participants in this study may receive a placebo. 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?
FSS (Flow State Scale) score (time frame: immediately after the procedure). 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 13 May 2025.