Evidence map›Paper›PMID 39741554›Full record

ArticleJournal of STEM outreach2021

Leveraging Game-Based Learning Technologies to Introduce Adolescents to Health Science Careers During the COVID-19 Pandemic.

Randall Spain, Carlos Penilla, Elizabeth Ozer, Robert Taylor, Cathy Ringstaff, James Lester

Abstract read
In one paragraph

Article in Journal of STEM outreach, 2021. The graph could read no effect estimate from its abstract, so it casts no vote on the map. Not yet cited in PubMed.

0numbers the graph read from it
0cells of the map it votes in
0citing papers in PubMed
–field-weighted citation impact
1 · What the graph read from it

What it found

Each row is one number read from the abstract, on the scale the paper reported it, with its interval. Left of the dashed line favours the treatment, right favours the comparator. Under each row is the sentence it came from. New to these charts? A ten-minute tutorial.

The abstract states no effect estimate the extractor could read, or names no intervention and outcome on the map, so this paper lights no cell and moves no belief. It is still indexed, cited and linked below.

2 · The registry

The trial behind it

Trials whose registry record cites this paper, or whose number appears in the abstract. A trial that started after this paper was published is citing it as background, not reporting it.

Neither the registry nor the abstract names a trial number. If this is a trial report, that itself is worth knowing.

3 · Its place in the literature

Who cites it

0 citing papers in PubMed.

No citing paper in PubMed yet.

4 · The record

Corrections and comments

PubMed lists nothing against this paper. Absence here is not a guarantee, only a check that was made.

5 · Who and what money

Authors and funding

6 authors.

Randall SpainCenter for Educational Informatics, North Carolina State University, Raleigh, NC.
Carlos PenillaDivision of Adolescent and Young Adult Medicine, Department of Pediatrics, University of California, San Francisco, CA.
Elizabeth OzerDivision of Adolescent and Young Adult Medicine, Department of Pediatrics, University of California, San Francisco, CA.
Robert TaylorCenter for Educational Informatics, North Carolina State University, Raleigh, NC.
Cathy RingstaffWestEd, San Francisco, CA.
James LesterCenter for Educational Informatics, North Carolina State University, Raleigh, NC.

Funding

Health Quest: Engaging Adolescents in Health Careers with Technology-Rich Personalized LearningR25OD021880 · OD · NORTH CAROLINA STATE UNIVERSITY RALEIGH · PI LESTER, JAMES CURTIS · 2017 to 2017
$272k
NIH HHS R25 OD021880NIMHD NIH HHS L60 MD014432
6 · The paper itself

Abstract

The COVID-19 pandemic produced a dramatic nationwide shift in K-12 education from in-person classroom learning to remote online learning. This shift left teachers and parents facing the challenge of finding engaging online resources to motivate students to become deeply involved in science learning. The pandemic also left educators and researchers, whose work focuses on providing students with experiential learning opportunities in the sciences, with the challenge of adapting to virtual and remote models to continue engaging students in STEM learning activities. In this article we describe: 1) the Health Quest project, which centers on the development of technology-rich learning resources to promote middle grade students' interest in health science careers, with a focus on girls and underrepresented racial and ethnic minorities; and 2) how the project has responded to the challenges presented by the COVID-19 pandemic. In Health Quest, through engaging narrative-based learning scenarios, students work with virtual characters to experience health science careers from multiple perspectives. Although originally envisioned for in-person classroom learning, we discuss how the team is adapting the Health Quest Career Adventure Game to remote learning, including highlighting the role science plays in addressing public health outbreaks. We describe new gameplay features that have been added to support career modeling and how we have adapted the core technology underpinning Health Quest to support broad dissemination to meet the project's broader goal of increasing adolescents' interest in and self-efficacy for pursuing health science careers. We conclude with a discussion of how our evaluation strategies have changed from in-person focus groups and testing to an online data collection model and lessons learned.

Indexed as

COVID-19Game-based learninghealth science careers

Identifiers

PMID39741554
PMCPMC11687384

What OpenQuestion holds

Textmetadata
LicenceCC BY
Read underepoch 390

Registered trials

None linked

Read under generation 80e0d062 · epoch 390. Bibliography from PubMed, PubMed Central and OpenAlex; grants from NIH RePORTER; trial links from ClinicalTrials.gov; estimates, votes and beliefs from the OpenQuestion graph.