Clinical trial · Interventional
Positive Youth Development in the Metaverse
Positive Youth Development in the Metaverse - Development of a Virtual Reality Afterschool Program for Middle Childhood Youth
- Source
- ClinicalTrials.gov
- Retrieved
- Sep 8, 2026
- Layer
- normalized (units and labels harmonized; values unchanged)
- Run
- ING-CLINICALTRIALS-20260908-000001
Summary
Brief summary (as posted)
This pilot study aims to leverage VR's capacity to easily replicate content and allow for multiple users to share the same space and engage in activities as if they're meeting in person. Integrating VR into afterschool programs will allow youth to receive more consistent programming content, even when they are unable to travel to the physical location for the in-person meetings.
Conditions
Conditions (4)
Free-text conditions as registered, with the CancerIndex entity they were reconciled to and the match type.
| Condition (as posted) | Mapped entity | Match | Confidence |
|---|---|---|---|
| Behavior, Child | — | UNRESOLVED | — |
| Childhood ALL | Childhood Acute Lymphoblastic Leukemia | ALIAS | 0.90 |
| Healthy | — | UNRESOLVED | — |
| Healthy Lifestyle | — | UNRESOLVED | — |
Interventions
Interventions (2)
| Intervention | Type | Mapped drug | Match |
|---|---|---|---|
| No Virtual reality curriculum | Behavioral | — | UNRESOLVED |
| Virtual reality curriculum | Behavioral | — | UNRESOLVED |
Design
Arms and outcomes
Arms (1)
- type
- EXPERIMENTAL
- label
- Treatment
- description
- In the treatment group, the child will receive the VR-based curriculum during the afterschool program.
- interventionNames
- Behavioral: Virtual reality curriculum
- Behavioral: No Virtual reality curriculum
Primary outcomes (2)
- measure
- Usability of VR System and Curriculum Content
- timeFrame
- One-time assessment post-treatment, following 4 weeks of exposure to virtual reality system.
- description
- Based on the validated System Usability Scale (SUS), we created open ended questionnaires and scale items that inquired about user attitude and usability of the system. For scale items reported, all items were measured through a 5-point Likert scale, 1 = Strongly Disagree, 5 = Strongly Agree. Five of the items were adapted from the original scale to assess the usability of the system, with five other items being converted to an open-ended item for a mixed-methods approach and richer contextual information from participants regarding usability issues.
Eligibility
Eligibility (as posted)
- Sex
- All
- Minimum age
- 9 Years
- Maximum age
- 17 Years
Show eligibility criteria text
Inclusion Criteria: * Children enrolled in the Chess \& Community program * Between the ages of 9-17 Exclusion Criteria: * Children who are unable to wear a VR headset will not be recruited
References
Publications (0)
Data not yet available