NCT06184022

Brief 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. 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.

Trial Health

87
On Track

Trial Health Score

Automated assessment based on enrollment pace, timeline, and geographic reach

Enrollment
18

participants targeted

Target at below P25 for not_applicable

Timeline
Completed

Started May 2022

Shorter than P25 for not_applicable

Geographic Reach
1 country

1 active site

Status
completed

Health score is calculated from publicly available data and should be used for screening purposes only.

Trial Relationships

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Study Timeline

Key milestones and dates

Study Start

First participant enrolled

May 1, 2022

Completed
2 months until next milestone

Primary Completion

Last participant's last visit for primary outcome

July 1, 2022

Completed
2 months until next milestone

Study Completion

Last participant's last visit for all outcomes

September 1, 2022

Completed
1.3 years until next milestone

First Submitted

Initial submission to the registry

December 6, 2023

Completed
22 days until next milestone

First Posted

Study publicly available on registry

December 28, 2023

Completed
Last Updated

December 28, 2023

Status Verified

December 1, 2023

Enrollment Period

2 months

First QC Date

December 6, 2023

Last Update Submit

December 14, 2023

Conditions

Keywords

augmented realityserious gamescience education

Outcome Measures

Primary Outcomes (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.

    30 minutes

Secondary Outcomes (1)

  • Intrinsic Motivation Inventory (IMI)

    30 minutes

Study Arms (2)

Augmented reality serious game

EXPERIMENTAL

Before 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.

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

non-ar serious game

ACTIVE COMPARATOR

The 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.

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

Interventions

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.

Also known as: AR serious game
Augmented reality serious gamenon-ar serious game

Eligibility Criteria

Age6 Years - 8 Years
Sexall
Healthy VolunteersYes
Age GroupsChild (0-17)

You may qualify if:

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

You may not qualify if:

  • Poor listening and comprehension abilities

Contact the study team to confirm eligibility.

Sponsors & Collaborators

Study Sites (1)

Dian Zhu

Shanghai, Shanghai Municipality, 200140, China

Location

Study Officials

  • Zhao Liu, Prof

    Shanghai Jiao Tong University School of Medicine

    STUDY DIRECTOR

Study Design

Study Type
interventional
Phase
not applicable
Allocation
RANDOMIZED
Masking
SINGLE
Who Masked
PARTICIPANT
Purpose
OTHER
Intervention Model
PARALLEL
Sponsor Type
OTHER
Responsible Party
PRINCIPAL INVESTIGATOR
PI Title
Dr

Study Record Dates

First Submitted

December 6, 2023

First Posted

December 28, 2023

Study Start

May 1, 2022

Primary Completion

July 1, 2022

Study Completion

September 1, 2022

Last Updated

December 28, 2023

Record last verified: 2023-12

Data Sharing

IPD Sharing
Will share

If necessary, the data can be obtained by contacting the author.

Shared Documents
SAP, ICF, ANALYTIC CODE
Time Frame
After the paper is accepted.
Access Criteria
zhudian@sjtu.edu.cn

Locations