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Using Virtual Reality to Train Children in Pedestrian Safety

Using Virtual Reality to Train Children in Pedestrian Safety

Status
Completed
Phases
Phase 3
Study type
Interventional
Source
ClinicalTrials.gov
Registry ID
NCT00850759
Enrollment
240
Registered
2009-02-25
Start date
2009-10-31
Completion date
2014-03-31
Last updated
2014-12-16

For informational purposes only — not medical advice. Sourced from public registries and may not reflect the latest updates. Terms

Conditions

Pedestrian Safety, Street-crossing Ability

Keywords

pedestrian safety, street-crossing ability, road-crossing, children, injury prevention

Brief summary

Pedestrian injuries are among the leading causes of morbidity and mortality in American children ages 7-8, but existing behavior-oriented interventions achieve only modest success. One limitation to existing interventions is that they fail to provide children with the repeated practice needed to develop the complex perceptual and cognitive skills required for safe pedestrian activity. Virtual reality (VR) offers a highly promising technique to train children in pedestrian safety skills. VR permits repeated unsupervised practice without risk of injury; automated feedback to children on success or failure in crossings; adjustment of traffic density and speed to match children's skill level; and an appealing and fun environment for training. The proposed research is designed to test the efficacy of virtual reality as a tool to train child pedestrians in safe street-crossing behavior. A randomized controlled trial will be conducted with four equal-sized groups of children ages 7-8 (total N = 240). One group will receive training in an interactive and immersive virtual pedestrian environment. The virtual environment, already developed, has been demonstrated to have face, construct, and convergent validity. The second group will receive pedestrian safety training via video and computer strategies that are most widely used in American schools today. The third group will receive what is judged to be the most efficacious treatment currently available, individualized behavioral training at streetside locations. The fourth and final group will serve as a no-contact control group. All participants in all groups will be exposed to a range of field- and laboratory-based measures of pedestrian skill during baseline and post-intervention visits, as well as during a six-month follow-up assessment. Primary analyses will be conducted through linear mixed models designed to test change over time in the four intervention groups. We hypothesize all children in active learning groups will increase pedestrian safety skills, but the largest increase will be among children in the virtual reality group.

Interventions

DEVICEvirtual pedestrian environment

a computer-driven virtual pedestrian environment

DEVICEcomputer and video

various computer-based and video-based programs such as Otto the Auto and WalkSafe

one-on-one training by an adult with the child at streetside locations, to teach children street-crossing skills

Sponsors

National Institutes of Health (NIH)
CollaboratorNIH
University of Alabama at Birmingham
Lead SponsorOTHER

Study design

Allocation
RANDOMIZED
Intervention model
PARALLEL
Primary purpose
PREVENTION
Masking
NONE

Eligibility

Sex/Gender
ALL
Age
7 Years to 8 Years
Healthy volunteers
Yes

Inclusion criteria

* 7 and 8 year old children living in Birmingham, Alabama, area

Exclusion criteria

* family plans to move within 6 months of recruitment * visual or perceptual impairment (e.g., blindness) that are uncorrected and would prevent valid participation in protocol * physical impairment (e.g., use of wheelchair) that would prevent valid participation in protocol * cognitive impairment (e.g., moderate mental retardation) that would prevent valid participation in protocol

Design outcomes

Primary

MeasureTime frameDescription
Street-crossing Abilitypost-training and again 6 months lateraverage count of hits/close calls per participant in virtual environment, out of 30 crossings

Countries

United States

Participant flow

Recruitment details

recruitment from a variety of community sources between October 2009 and September 2011

Pre-assignment details

9 excluded prior to group assignment, for these reasons: Not meeting inclusion criteria; child of incorrect age (n = 3) Not meeting inclusion criteria; child unable to understand protocol (n = 3) Did not complete baseline assessment (n = 3)

Participants by arm

ArmCount
Virtual Reality
street-crossing training in a virtual pedestrian environment
59
Computer and Video
exposure to training in pedestrian safety via computer software, internet games, and television videos
57
Streetside Training
one-on-one training in street-crossing skills by an adult, at a streetside location
57
No-contact Control
no-contact control group.
58
Total231

Withdrawals & dropouts

PeriodReasonFG000FG001FG002FG003
Overall StudyLost to Follow-up7553

Baseline characteristics

CharacteristicTotalVirtual RealityComputer and VideoStreetside TrainingNo-contact Control
Age, Categorical
<=18 years
231 Participants59 Participants57 Participants57 Participants58 Participants
Age, Categorical
>=65 years
0 Participants0 Participants0 Participants0 Participants0 Participants
Age, Categorical
Between 18 and 65 years
0 Participants0 Participants0 Participants0 Participants0 Participants
Age, Continuous8.0 years
STANDARD_DEVIATION 0.65
7.9 years
STANDARD_DEVIATION 0.67
8.1 years
STANDARD_DEVIATION 0.63
7.9 years
STANDARD_DEVIATION 0.68
8.1 years
STANDARD_DEVIATION 0.63
Region of Enrollment
United States
231 participants59 participants57 participants57 participants58 participants
Sex: Female, Male
Female
132 Participants32 Participants35 Participants35 Participants30 Participants
Sex: Female, Male
Male
99 Participants27 Participants22 Participants22 Participants28 Participants

Adverse events

Event typeEG000
affected / at risk
EG001
affected / at risk
EG002
affected / at risk
EG003
affected / at risk
deaths
Total, all-cause mortality
— / —— / —— / —— / —
other
Total, other adverse events
0 / 590 / 570 / 570 / 58
serious
Total, serious adverse events
0 / 590 / 570 / 570 / 58

Outcome results

Primary

Street-crossing Ability

average count of hits/close calls per participant in virtual environment, out of 30 crossings

Time frame: post-training and again 6 months later

ArmMeasureGroupValue (MEAN)Dispersion
Virtual RealityStreet-crossing Abilitypost-intervention hits/close calls in VR2.7 number of hits/close callsStandard Deviation 1.6
Virtual RealityStreet-crossing Ability6 month follow-up hits/close calls in VR2.1 number of hits/close callsStandard Deviation 1.4
Streetside TrainingStreet-crossing Ability6 month follow-up hits/close calls in VR1.7 number of hits/close callsStandard Deviation 1.1
Streetside TrainingStreet-crossing Abilitypost-intervention hits/close calls in VR2.3 number of hits/close callsStandard Deviation 1.2
Computer and VideoStreet-crossing Ability6 month follow-up hits/close calls in VR2.3 number of hits/close callsStandard Deviation 1.5
Computer and VideoStreet-crossing Abilitypost-intervention hits/close calls in VR2.6 number of hits/close callsStandard Deviation 1.6
No-contact ControlStreet-crossing Abilitypost-intervention hits/close calls in VR3.0 number of hits/close callsStandard Deviation 1.6
No-contact ControlStreet-crossing Ability6 month follow-up hits/close calls in VR2.6 number of hits/close callsStandard Deviation 1.6
p-value: <0.05ANOVA

Source: ClinicalTrials.gov · Data processed: Feb 4, 2026