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.
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).
Study Type
INTERVENTIONAL
Allocation
RANDOMIZED
Masking
NONE
Enrollment
133
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).
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).
Yale University
New Haven, Connecticut, United States
Pearson KeyMath3 Diagnostic Assessment (KeyMath-3DA)
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).
Time frame: Baseline
Pearson KeyMath3 Diagnostic Assessment (KeyMath-3DA)
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).
Time frame: 2-4 weeks
Academic Self Competence will be captured using a "structure alternate format" scale
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.
Time frame: Baseline
Academic Self Competence will be captured using a "structure alternate format" scale
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.
Time frame: 2-4 weeks
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