Skip to content

The Effectiveness of Parent-child Collaborative Game on Children Attentiveness in Informal Learning Environment

The Effectiveness of Parent-child Collaborative Game on Children Attentiveness in Informal Learning Environment

Status
Completed
Phases
NA
Study type
Interventional
Source
ClinicalTrials.gov
Registry ID
NCT06966895
Enrollment
48
Registered
2025-05-13
Start date
2024-03-01
Completion date
2024-06-01
Last updated
2025-05-13

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

Conditions

Children, Education, Educational Technology, Knowledge

Keywords

informal learning environment, attentiveness, parent-child collaboration, game

Brief summary

To assess the impact of applying a parent-child collaboration game app on children during museum visiting process compared to traditional text-based panels.

Detailed description

The objective of our research was to confirm the efficacy of an interactive app that facilitates parent-child collaboration during museum visits and to provide children with knowledge regarding the museum learning process. An application is utilized throughout the entire behavioral process of a museum visit; it serves as an auxiliary tool to facilitate the parent-child experience in the museum in a more targeted manner.

Interventions

DEVICEa parent-child collaboration game app

This application is utilized throughout the entire behavioral process of a museum visit; it serves as an auxiliary tool to facilitate the parent-child groups' experience in the museum in a more targeted manner.

OTHERtraditional text-based panels group

A traditional museum visitor's manual, containing knowledge of similar content to that in the game.

Sponsors

Shanghai Jiao Tong University School of Medicine
Lead SponsorOTHER

Study design

Allocation
RANDOMIZED
Intervention model
PARALLEL
Primary purpose
OTHER
Masking
TRIPLE (Subject, Investigator, Outcomes Assessor)

Intervention model description

In terms of user motivation, the gamified design model for museums aims to engage and satisfy both parents and children by tapping into their intrinsic and extrinsic motivations. The goal is to enhance their involvement and enjoyment. The model emphasizes social interaction and curiosity, offering opportunities for enjoyment and a sense of accomplishment through interactions with parents and peers. By incorporating game-like challenges, the model caters to children's natural inclination for exploration, igniting their curiosity and thus increasing their interest and engagement with the museum.

Eligibility

Sex/Gender
ALL
Age
8 Years to 10 Years
Healthy volunteers
Yes

Inclusion criteria

1. age 8-10 years, 2. good communication and comprehension skills without significant cognitive deficits 3. parents' ability to operate electronic devices proficiently.

Exclusion criteria

1. children can't read the text accurately 2. children with severe disabilities who are unable to move easily 3. guardians who are responsible for more than one child

Design outcomes

Primary

MeasureTime frameDescription
FSS (Flow State Scale) scoreimmediately after the procedureThe Flow State Scale (FSS) is a psychological assessment tool used to measure the experience of flow, a state of deep immersion and focus in an activity, where time seems to disappear, and a person feels fully engaged and in control. Flow is often associated with peak performance in various domains, including sports, work, and creative activities. The FSS typically consists of a series of statements related to the nine dimensions of flow (Challenge-Skill Balance, Action-Awareness Merging, Clear Goals, Unambiguous Feedback, Concentration on the Task, Sense of Control, Loss of Self-Consciousness, Transformation of Time and Autotelic Experience). Respondents typically rate each statement on a Likert scale (e.g., from 1 to 5 or 1 to 7), indicating how much they agree or disagree with each statement as it applies to their experience. Higher scores on the FSS indicate a stronger experience of flow.

Secondary

MeasureTime frameDescription
Post-game knowledge assessmentimmediately after the procedureThe Knowledge Test was designed to analyze educational efficiency by measuring the amount of knowledge remembered by participants. The test consisted of seven quiz questions about points of knowledge in the museum. In order to prevent children from visiting purposefully, the researcher designed two similar sets of test questions.

Countries

China

Outcome results

None listed

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