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CompletedNCT02546245Updated Dec 20, 2016

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

An interventional study of Heroes of Knowledge and Attention/Time Control Game in Math Knowledge, sponsored by Yale University. Completed at 1 site in United States. Open to participants aged 5 Years to 8 Years, including healthy volunteers. Per ClinicalTrials.gov, last updated 2016-12-20.

Sponsored by Yale University · Not applicable and Interventional

Phase
Not applicable
Study type
Interventional
Enrollment
133
Allocation
Randomized
Ages
5 Years to 8 Years
Sex
All
01

Study 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.

Read the 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).

02

Conditions studied

  • Math Knowledge
03

In context

Lead sponsor

Yale University is the lead sponsor of 1,724 studies on the registry; 298 are open to participants now.

Of its 210 completed or terminated interventional studies of FDA-regulated products, 126 (60%) have results posted.

Counted across the registry records on this site, refreshed daily.

04

Who can participate

Ages eligible
5 Years to 8 Years
Sexes eligible
All
Accepts 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

Exclusion Criteria:

  • None
05

Study design

Phase
Not applicable
Allocation
Randomized
Intervention model
Parallel assignment
Masking
None (open label)
Enrollment
133 participants (actual)

Study arms

  • Experimental
    Heroes of Knowledge Game

    Behavioral: Heroes of Knowledge

  • Active comparator
    Attention/Time Control Games

    Behavioral: Attention/Time Control Game

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).

06

What researchers measure

Primary outcomes

  1. 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

  2. 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

Secondary outcomes

  1. 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

  2. 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

07

Study locations

1 site
  • Yale University
    New Haven, Connecticut, United States
08

Updates

Tracking since Sep 25, 2026
No changes since tracking began. The registry record was last updated on Dec 20, 2016, before this site started recording changes on Sep 25, 2026. Its history is on ClinicalTrials.gov ↗
09

Registry details

Key details

Study ID
NCT02546245
Lead sponsor
Yale University
Responsible party
Sponsor
First posted
Sep 10, 2015
Start date
Sep 2015
Primary completion
May 2016
Completion
May 2016
Last update
Dec 20, 2016

Study contacts

Lynn E Fiellin, MD
principal investigator · Yale University

Oversight

Data monitoring committee
No
View the source record on ClinicalTrials.gov ↗

Not currently enrolling

This study is completed, as verified in Dec 2016. You cannot join it, but the record below documents what was studied.

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