Hospitalized pediatric patients are unable to leave the hospital to engage in traditional learning environments. Patients often feel depressed, disconnected from learning, and socially withdrawn. The Stanford Chariot Program proposes a partnership with the Palo Alto Unified Hospital School at Stanford Children's Health to reignite patients' emotional well-being through learning. The WOW Project aims to use virtual reality (VR) to travel with hospitalized children to the Wonders of the World (WOW). Combining this immersive learning modality with complementary hands-on activities at the bedside, the investigators will transport them from their hospital room into a nurturing virtual environment to stimulate their emotional, mental, and social growth while they are physically healing. The investigators will evaluate their overall joy and awe of learning by using standardized emotional scales.
Study Type
INTERVENTIONAL
Allocation
NA
Purpose
SUPPORTIVE_CARE
Masking
NONE
Enrollment
100
After obtaining written consent, participants will be asked to complete a brief demographic survey and pre-intervention surveys (content knowledge, and wellbeing surveys). They will then be equipped with a VR headset, Quest 3 (Meta, Inc., Menlo Park, CA) displaying the educational field trip. After the VR field trip, participants will participate in a complementary hands-on science experiment. At the conclusion of the experiment, patients will be asked to complete the post intervention surveys (i.e awe, content knowledge, and wellbeing surveys). Additionally, for the first 20 participants, 15 participants will be randomly selected and asked to participate in a 5 open-ended question qualitative interview regarding engagement of the lesson. Audio will be recorded via zoom.
Lucile Packard Children's Hospital Stanford
Palo Alto, California, United States
RECRUITINGAssess the impact of VR-based field trips on the feeling of awe of the pediatric inpatient population
The primary outcome will be AWE measured by the AWE-SF Survey - The Awe Experience Short Form Scale. The survey contains 12 items about awe experience. Each item was rated on a 7-point scale (1 = Strongly Disagree, 7 = Strongly Agree).
Time frame: immediately after intervention
Change in the number of correct answers of the content knowledge
Change in number of correct answers of the content knowledge using Bloom's Taxonomy questioning. Participants will respond to 5 questions, two questions about comprehension, one question about application, one question about analysis and one question about evaluation. Scores range from 0 to 5, with higher scores indicating the higher number of correct answer.
Time frame: Day 1 baseline, Day 1 immediately after intervention
Change in a patients' well-being as measured through the World Health Organization-Five Well-Being Index (WHO-5)
The WHO (Five) Well-Being Index is a participant-reported outcome measure that assesses current mental well being. Questionnaire contains 5 questions . Scores range from 0 to 5, with higher scores indicating the corresponding feeling exists all the time.
Time frame: Day 1 baseline, Day 1 immediately after intervention
Thematic analysis of the qualitative surveys including how the lesson engagement correlates to the increase in joyful learning.
Analysis of data collected via qualitative surveys, using saturation sampling and documented coding techniques, will result in thematic descriptions how the lesson engagement correlates to the increase in joyful learning.
Time frame: immediately after intervention
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