Randomized controlled trial to evaluate the effectiveness of a video game as a child pedestrian educational tool

Injury is the number one cause of death and disability in children in the United States and an increasingly important public health problem globally. While prevention of injuries is an important goal, prevention efforts are currently fragmented, poorly funded, and rarely studied. Among school-aged c...

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Veröffentlicht in:The journal of trauma and acute care surgery 2014-05, Vol.76 (5), p.1317-1321
Hauptverfasser: Arbogast, Helen, Burke, Rita V, Muller, Valerie, Ruiz, Pearl, Knudson, M Margaret, Knudson, Margaret M, Upperman, Jeffrey S
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container_end_page 1321
container_issue 5
container_start_page 1317
container_title The journal of trauma and acute care surgery
container_volume 76
creator Arbogast, Helen
Burke, Rita V
Muller, Valerie
Ruiz, Pearl
Knudson, M Margaret
Knudson, Margaret M
Upperman, Jeffrey S
description Injury is the number one cause of death and disability in children in the United States and an increasingly important public health problem globally. While prevention of injuries is an important goal, prevention efforts are currently fragmented, poorly funded, and rarely studied. Among school-aged children, pedestrian crashes are a major mechanism of injury. We hypothesized that we could develop a game-based educational tool that would be effective in teaching elementary school children the principles of pedestrian safety. Between November 2011 and June 2013, second- and third-grade children in Los Angeles Unified School District were randomly assigned to play a unique interactive video game (Ace's Adventure) about pedestrian safety or to a traditional didactic session about pedestrian safety. A pretest and posttest were administered to the study participants. Afterward, study participants were observed for appropriate pedestrian behavior on a simulated street set called Street Smarts. All statistical analyses were performed using SAS version 9.2. A total of 348 study participants took the pretest and posttest. There were 180 who were randomized to the didactic and 168 who were randomized to the video game. The didactic group demonstrated a higher mean score increase (1.01, p < 0.0001) as compared with the video game group (0.44, p < 0.0001). However, observation of study participants revealed that participants who played the video game, as compared with the didactic group, more frequently exhibited appropriate behavior during the following: exiting a parked car (p = 0.01), signaling to a car that was backing up (p = 0.01), signaling to a stopped car (p = 0.0002), and crossing the street (p = 0.01). Students who played the educational video game about pedestrian safety performed similarly to those who attended a more traditional and labor-intensive didactic learning. Innovative educational methods, such as game playing, could significantly change our approach to injury prevention and have the potential to decrease the burden of injury among children worldwide.
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subjects Accidents, Traffic - prevention & control
Child
Evaluation Studies as Topic
Female
Health Education - organization & administration
Humans
Los Angeles
Program Development
Program Evaluation
Safety
Video Games
Walking - education
Walking - injuries
title Randomized controlled trial to evaluate the effectiveness of a video game as a child pedestrian educational tool
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