Modification and Evaluation of the Educational Mobile Games Heroes of Knowledge in Children
- Conditions
- Math Knowledge
- Interventions
- Behavioral: Heroes of KnowledgeBehavioral: Attention/Time Control Game
- Registration Number
- NCT02546245
- Lead Sponsor
- Yale University
- 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).
Recruitment & Eligibility
- Status
- COMPLETED
- Sex
- All
- Target Recruitment
- 133
- 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).
- None
Study & Design
- Study Type
- INTERVENTIONAL
- Study Design
- PARALLEL
- Arm && Interventions
Group Intervention Description Heroes of Knowledge Game Heroes of Knowledge - Attention/Time Control Games Attention/Time Control Game -
- Primary Outcome Measures
Name Time Method Pearson KeyMath3 Diagnostic Assessment (KeyMath-3DA) 2-4 weeks A 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 Outcome Measures
Name Time Method Academic Self Competence will be captured using a "structure alternate format" scale 2-4 weeks Self-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.
Trial Locations
- Locations (1)
Yale University
🇺🇸New Haven, Connecticut, United States