By Israel Neto | Project Manager
During this period, Alpha Lumen entered a partnership with two other schools in the city's public education network, so we now have three schools where we can develop and improve the process of applying the project's tests, which reinforces our social impact and expands our reach to young people in the surrounding communities.
The partnership is very important, as this way we can improve research with students to understand how we can perfect our approach to young people and adapt, when necessary, to a language that is part of everyday life and the community.
Remembering the objective of the project:
Develop and validate methods for tracking depressive symptoms and tendencies in adolescents in the form of a serious, digital and scientific game, applicable in the school environment.
This project proposes to act on two fronts:
• Study and map students' mental health.
• Support guidance to participating public schools on preventing and coping with socio-emotional and mental demands frequently present in students' lives.
Furthermore, it intends to discuss care and interventions in situations of imminent risk / emergency, such as suicide prevention.
Specific objectives:
• Check the internal consistency of the digital version of the tests for teenagers.
• Perform what-if analyses.
• Determine the reliability of the digital version test for adolescents.
• Develop and validate a method to track depressive tendencies in adolescents based on choice of preferred images.
• Validate computerized cognitive assessment methods for screening depressive conditions in adolescents.
Given the importance of the topic and its application, the project not only follows a bureaucratic routine, but is also intense work that requires enormous attention and research from the teams involved on both sides, its validation and approval presuppose important responsibilities and investment of time study, evaluation, information exchange and data analysis.
The team is focused on improving the virtual scenarios that are presented in the test. The graphics of the test applied, which presents itself as a game to make young people feel more comfortable answering the questionnaire, is being constantly improved by our design team together with professional psychologists, so that the experience of participating in the project be the best possible.
Each environment at each stage of the game is carefully produced, in a friendly and inviting way, to stimulate young people when responding.
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