The Evaluation of a School Climate Videogame Intervention
1 other identifier
interventional
100
1 country
1
Brief Summary
A randomized control trial of a videogame intervention to assess and improve school climate.
Trial Health
Trial Health Score
Automated assessment based on enrollment pace, timeline, and geographic reach
participants targeted
Target at P50-P75 for not_applicable
Started Oct 2019
1 active site
Health score is calculated from publicly available data and should be used for screening purposes only.
Trial Relationships
Click on a node to explore related trials.
Study Timeline
Key milestones and dates
First Submitted
Initial submission to the registry
July 16, 2019
CompletedFirst Posted
Study publicly available on registry
July 18, 2019
CompletedStudy Start
First participant enrolled
October 1, 2019
CompletedPrimary Completion
Last participant's last visit for primary outcome
December 30, 2020
CompletedStudy Completion
Last participant's last visit for all outcomes
December 30, 2020
CompletedMarch 3, 2021
March 1, 2021
1.2 years
July 16, 2019
March 1, 2021
Conditions
Outcome Measures
Primary Outcomes (6)
Measuring self-efficacy at baseline
Participants will complete a pre-survey through a secured, data collection website (Qualtrics), before playing the videogame. Items from the general self-efficacy questionnaire will assess participants' self-efficacy at baseline. This scale uses a 5-point Likert response scale (1=Never, 2=Almost Never, 3=Sometimes, 4=Fairly Often, 5=Very Often). Total self-efficacy score ranges from 10-50.
baseline
Change in self-efficacy from baseline
Participants will complete a post-survey through a secured, data collection website (Qualtrics), immediately after playing the videogame. Items from the general self-efficacy questionnaire will assess participants' self-efficacy at baseline. This scale uses a 5-point Likert response scale (1=Never, 2=Almost Never, 3=Sometimes, 4=Fairly Often, 5=Very Often). Total self-efficacy score ranges from 10-50.
immediately after playing the videogame
Measuring emotional self-efficacy at baseline
Participants will complete a pre-survey through a secured, data collection website (Qualtrics), at baseline. Items from the Self-Efficacy Questionnaire for Children (SEQ-C) will assess participants' emotional self-efficacy immediately before playing the game. Each of the 6 items used in the study has to be scored on a 5-point scale with 1 = not at all and 5 = very well.
baseline
Change in emotional self-efficacy from baseline
Participants will complete a post-survey through a secured, data collection website (Qualtrics), at baseline. Items from the Self-Efficacy Questionnaire for Children (SEQ-C) will assess participants' emotional self-efficacy immediately after playing the game. Each of the 6 items used in the study has to be scored on a 5-point scale with 1 = not at all and 5 = very well.
immediately after playing the videogame
Cognitive reappraisal scores at baseline
Participants will complete a pre-survey through a secured, data collection website (Qualtrics), at baseline. The ERQ-CA includes 6 items assessing participants' cognitive appraisal. The scale length ranges up to five points with the following options: 1) strongly disagree; 2) disagree, 3) half and half, 4) agree, 5) strongly agree. The range of scores for each scale was 6 to 30.
at baseline
Cognitive reappraisal scores at baseline
Participants will complete a post-survey through a secured, data collection website (Qualtrics), immediately after playing the videogame. Items from the Emotional Regulation Questionnaire for Children and Adolescents (ERQ-CA) will assess participants' cognitive reappraisal immediately after playing the tool/game. The ERQ-CA includes 6 items assessing participants' cognitive appraisal. The scale length ranges up to five points with the following options: 1) strongly disagree; 2) disagree, 3) half and half, 4) agree, 5) strongly agree. The range of scores for each scale was 6 to 30.
immediately after playing the videogame
Secondary Outcomes (2)
Gameplay post-assessment
immediately after playing the game
School Climate
Baseline
Study Arms (2)
Students playing videogame
EXPERIMENTALThe experimental group will consist of our videogame intervention including the five mini-games.
Students receiving school climate assessment
ACTIVE COMPARATORThe control group differs from the experimental group as it includes the school climate assessment tool but excludes the mini-games
Interventions
A videogame intervention that is interactive and engaging that teaches adolescents how to restructure negative automatic thoughts through an adapted thought record (a technique used in cognitive behavioral therapy to improve moods) by modeling how to do so and then empower them through real-life activities to improve their school climate. The videogame intervention is comprised of five mini-games, each containing a short narrative that models how to restructure negative automatic thoughts and navigate through challenging situations that often take place in school settings. The topics of each mini-game are informed by the constructs of school climate according to the National School Climate Center. Students using the videogame intervention will be prompted to think deeply and reflect on the narratives presented in each mini-game.
A school climate assessment survey will include items adapted from questions developed by the National School Climate Center. Items will assess various dimensions of school climate including safety, social media, relationships, support for learning, and environment.
Eligibility Criteria
You may qualify if:
- Must be a current high school student
- English-speaking
- Willing to provide minor assent
- Willing to provide parental consent (if under 18 years old)
- Willing to play/use the game/tool for about 45 minutes to 1 hour after school
- Willing to answer questions about their experiences in playing the game, questions around school climate, and questions around self-efficacy on an iPad for about 30 minutes
- Willing to participate in an optional focus group for about 30 minutes
You may not qualify if:
- Those that do not meet the criteria above
Contact the study team to confirm eligibility.
Sponsors & Collaborators
- Yale Universitylead
Study Sites (1)
Yale Center for Health & Learning Games
New Haven, Connecticut, 06510, United States
Related Publications (1)
Fernandes CF, Deng Y, Tran AH, Hieftje KD, Boomer TMP, Taylor CK, Fiellin LE. A Pilot Randomized Controlled Trial to Evaluate a Cognitive Behavioral Videogame Intervention: empowerED. Games Health J. 2023 Feb;12(1):42-52. doi: 10.1089/g4h.2021.0118. Epub 2022 Nov 8.
PMID: 36350349DERIVED
Study Officials
- PRINCIPAL INVESTIGATOR
Lynn E Fiellin, MD
Yale University
Study Design
- Study Type
- interventional
- Phase
- not applicable
- Allocation
- RANDOMIZED
- Masking
- SINGLE
- Who Masked
- PARTICIPANT
- Purpose
- PREVENTION
- Intervention Model
- PARALLEL
- Sponsor Type
- OTHER
- Responsible Party
- SPONSOR
Study Record Dates
First Submitted
July 16, 2019
First Posted
July 18, 2019
Study Start
October 1, 2019
Primary Completion
December 30, 2020
Study Completion
December 30, 2020
Last Updated
March 3, 2021
Record last verified: 2021-03