180 Participants Needed

BTW App for Reckless Driving

(BTW Trial)

MZ
Overseen ByMotao Zhu, MD, MS, PhD
Age: < 18
Sex: Any
Trial Phase: Academic
Sponsor: Motao Zhu
No Placebo GroupAll trial participants will receive the active study treatment (no placebo)

Trial Summary

What is the purpose of this trial?

The purpose of this study is to find out if a phone app can help the learning-to-drive process among teenagers and novice drivers.

Will I have to stop taking my current medications?

The trial information does not specify whether you need to stop taking your current medications.

What data supports the effectiveness of the BTW app treatment for reckless driving?

Research shows that using rewards in gamified interventions can help change behavior, which is a key part of the BTW app treatment. This approach has been used successfully in other health apps to improve adherence and motivation.12345

Is the BTW App for Reckless Driving safe for humans?

The studies reviewed focus on improving driving behavior and safety through feedback and training, but they do not report any specific safety concerns or adverse effects related to the use of the BTW app or similar interventions.678910

How does the BTW app treatment for reckless driving differ from other treatments?

The BTW app treatment is unique because it uses reward-based feedback and situational supervised driving practice to improve driving behavior, which is different from traditional methods that may not incorporate real-time feedback or incentives. This approach is similar to telematics-based interventions that provide real-time feedback and financial incentives to reduce speeding, but the BTW app specifically targets reckless driving with a focus on behavior modification through rewards and supervised practice.69101112

Research Team

MZ

Motao Zhu, MD,MS,PhD

Principal Investigator

Nationwide Children's Hospital

Eligibility Criteria

This trial is for teen drivers aged 15.5-17 who've completed a driver's ed class, have at least 50 hours of driving experience including night time, and have held their permit for 6 months. They need a smartphone compatible with the BTW app, must not join other driving studies, speak English, and have parental consent plus car insurance.

Inclusion Criteria

I completed a driving course with 24 hours of theory and 8 hours of practice.
Participants must speak and read English
Participants must be a US citizen or have permanent resident status
See 9 more

Exclusion Criteria

I am at least 15.5 years old, as required for a learner's permit in Ohio.

Timeline

Screening

Participants are screened for eligibility to participate in the trial

2-4 weeks

Treatment

Participants use the BTW app to track and improve driving behaviors over a 6-month period

6 months
Regular app usage and data collection

Follow-up

Participants are monitored for long-term effects on driving performance and safety attitudes

12 months

Treatment Details

Interventions

  • BTW app with reward-based feedback
  • BTW app with situational supervised driving practice
  • Sham BTW app
Trial OverviewThe study tests if a smartphone application (BTW) can improve safe driving habits in teens. It compares three versions: one with supervised practice scenarios, another with rewards feedback, and a sham app that doesn't provide real guidance or feedback.
Participant Groups
3Treatment groups
Experimental Treatment
Placebo Group
Group I: BTW app with situational supervised driving practiceExperimental Treatment1 Intervention
Teens will install the BTW app the same as the app with reward-based feedback in conjunction with a situational supervised driving practice intervention for teen-parent dyads.
Group II: BTW app with reward-based feedbackExperimental Treatment2 Interventions
Teens will install the BTW app with reward-based feedback. This tracks driving performance while providing individualized driving feedback using gamification concepts.
Group III: Sham BTW appPlacebo Group1 Intervention
Teens will install the sham BTW app with driving performance tracking only.

Find a Clinic Near You

Who Is Running the Clinical Trial?

Motao Zhu

Lead Sponsor

Trials
2
Recruited
1,400+

Centers for Disease Control and Prevention

Collaborator

Trials
902
Recruited
25,020,000+

Findings from Research

Non-adherence to treatment is a significant issue in healthcare, costing the US over $100 billion annually in avoidable healthcare expenses and an additional $230 billion in lost productivity.
The proposed framework combines gamification techniques with real-world rewards to enhance patient motivation and adherence, implemented through modifications to a health tracking app and video feedback on potential rewards.
Increasing Health Care Adherence Through Gamification, Video Feedback, and Real-World Rewards.Saric, K., Redd, C., Varnfield, M., et al.[2020]
The SMART application, designed for youth recovering from mild traumatic brain injury (mTBI), received a high usability score of 85, indicating it is user-friendly and well-received by both children and parents.
User feedback led to improvements in the application, such as adding audio files to reduce reading demands, suggesting that the tool can be effectively tailored to enhance recovery strategies for mTBI.
Usability evaluation of the SMART application for youth with mTBI.Dexheimer, JW., Kurowski, BG., Anders, SH., et al.[2019]
Gamified interventions, which often use point systems as rewards, are prevalent in behavior change strategies, with 18 out of 21 reviewed studies incorporating some form of reward system.
While rewards like points and tangible items are common, their use may hinder the development of intrinsic motivation, suggesting a need for future research to better understand how these rewards affect long-term behavior change.
What's the Point?: A Review of Reward Systems Implemented in Gamification Interventions.Lewis, ZH., Swartz, MC., Lyons, EJ.[2022]

References

Increasing Health Care Adherence Through Gamification, Video Feedback, and Real-World Rewards. [2020]
Usability evaluation of the SMART application for youth with mTBI. [2019]
What's the Point?: A Review of Reward Systems Implemented in Gamification Interventions. [2022]
Usage Patterns of an mHealth Symptom Monitoring App Among Adolescents With Acute Mild Traumatic Brain Injuries. [2023]
Development and Preliminary Feasibility Study of a Brief Behavioral Activation Mobile Application (Behavioral Apptivation) to Be Used in Conjunction With Ongoing Therapy. [2020]
The effect of Real-Time feedback and incentives on speeding behaviors using Telematics: A randomized controlled trial. [2023]
Can a video-based hazard perception test used for driver licensing predict crash involvement? [2018]
A thousand years of crash experience in three hours: An online hazard perception training course for drivers. [2021]
A technology to measure multiple driving behaviors without self-report or participant reactivity. [2018]
10.United Statespubmed.ncbi.nlm.nih.gov
Using an event-triggered video intervention system to expand the supervised learning of newly licensed adolescent drivers. [2021]
Elderly and young driver's reaction to an in-car enforcement and tutoring system. [2019]
Learning from errors in a driving simulation: effects on driving skill and self-confidence. [2019]