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Modification and Evaluation of the Educational Mobile Games Heroes of Knowledge in Children

Modification and Evaluation of the Educational Mobile Games Heroes of Knowledge in Children

Status
Completed
Phases
NA
Study type
Interventional
Source
ClinicalTrials.gov
Registry ID
NCT02546245
Enrollment
133
Registered
2015-09-10
Start date
2015-09-30
Completion date
2016-05-31
Last updated
2016-12-20

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

Conditions

Math Knowledge

Brief summary

The goal of the proposed research is to adapt and rigorously evaluate educational mobile games, designed as a downloadable mobile apps to be played on smartphones or tablets. Investigators will be partnering with Yogome for this project. Yogame is a company dedicated to creating educational games that aim to reinforce knowledge acquired in school and help children learn new things in an entertaining and fun way.

Detailed description

This study will modify and evaluate the Heroes of Knowledge (HoK) games, beginning with the Math Heroes game which was designed to be played for up to 8 hours. Other games in the HoK series may be included in this process if they are fully developed and available for testing. In testing the efficacy of the Math Heroes game, children will play the game for 1-1.5 hours per week, 2-3 times per week, for 2-4 weeks (to accumulate 6-8 hours of game play). The game has been designed to target math knowledge skills identified by the Common Core Standards for Mathematics (2012).

Interventions

BEHAVIORALHeroes of Knowledge

Participants will play their assigned game(s) on a tablet computer for 1-1.5 hours, 2-3 times per week for 2-4 weeks (to accumulate 6-8 hours of gameplay).

BEHAVIORALAttention/Time Control Game

Participants will play their assigned game(s) on a tablet computer for 1-1.5 hours, 2-3 times per week for 2-4 weeks (to accumulate 6-8 hours of gameplay).

Sponsors

Yale University
Lead SponsorOTHER

Study design

Allocation
RANDOMIZED
Intervention model
PARALLEL
Masking
NONE

Eligibility

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

Inclusion criteria

* Participants must be in first grade and interested and able to participate in a mobile app-based videogame (willing to sit with a tablet computer for approximately 1-1.5 hours, 2-3 times per week for 2-4 weeks).

Exclusion criteria

* None

Design outcomes

Primary

MeasureTime frameDescription
Pearson KeyMath3 Diagnostic Assessment (KeyMath-3DA)BaselineA comprehensive, norm-referenced measure of essential mathematical concepts and skills. Test items are grouped into 10 subtests that represent three general math content areas: Basic Concepts (conceptual knowledge), Operations (computational skills), and Applications (problem solving).

Secondary

MeasureTime frameDescription
Academic Self Competence will be captured using a structure alternate format scaleBaselineSelf-Competence will be captured using a structure alternate format scale designed for young children adapted from the 28-item Perceived Competence Scale in Children. For this study, self-competence is defined as a child's sense of cognitive competence. Each item is scored from 1 to 4, where a score of 1 indicates low perceived competence and a score of 4 reflects high perceived competence. Scores are summed and then averaged.

Countries

United States

Outcome results

None listed

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