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Zoo U Intervention Study 2018 (IES Goal 3)

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DataCite Commons2025-04-02 更新2025-04-16 收录
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https://www.openicpsr.org/openicpsr/project/221742/view
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This study evaluates the efficacy of ZooU®, an individualized computer game, to improve social and emotional learning (SEL) skills in elementary school students. Reflex® Math served as an active control condition. Two cohorts of students participated, prior to and following COVID-induced school closures. Cohort 1 included 585 students from 37 classrooms in two elementary schools in the Pacific Northwest region of the United States (US). Participating students (48% female) were socioeconomically (41% low-income households), ethnically (21% Hispanic), and racially (1% Native American, 7% Asian, 6% Black, 7% Pacific Islander, 39% White, 3% other race, 16% multiple races) diverse. Cohort 2 included 523 students from 42 classrooms in six elementary schools in the Southeastern region of the US. Participating students (50% female) were socioeconomically (50% low-income households), ethnically (7% Hispanic), and racially (<1% Asian, 55% Black, 34% White, 1% other race, 3% multiple races) diverse. Results indicated significant main effects of ZooU on SEL knowledge and teacher-rated behaviors in cohort 1 (Cohen d = 0.13 to 0.35) but not cohort 2 (Cohen d = -.27 to .15). Grade was a moderator in cohort 1 (ZooU was more effective for 2nd graders). Classroom climate was a moderator in both cohorts (ZooU was more effective in less supportive classrooms in cohort 1 and more supportive classrooms in cohort 2). Within-treatment group analyses indicated that increased levels of ZooU game play were associated with improvements in SEL knowledge in a dose-dependent manner. The study highlights the potential for game-based interventions to serve as a scalable, cost-effective method (estimated $21/ student) for improving SEL in early elementary grades.

本研究评估了个性化电脑游戏ZooU®提升小学生社会情感学习(Social and Emotional Learning,SEL)技能的有效性,并以Reflex® Math作为主动对照条件。共有两个学生队列参与实验,分别取自新冠疫情引发学校停课的前后阶段。队列1包含来自美国太平洋西北地区两所小学37个班级的585名学生,其中女生占比48%。受试学生的社会经济背景(41%来自低收入家庭)、族裔构成(21%为西班牙裔)及种族分布(1%为美洲原住民、7%为亚裔、6%为非裔美国人、7%为太平洋岛民、39%为白人、3%为其他种族、16%为多种族)均呈现多样性。队列2包含来自美国东南部地区六所小学42个班级的523名学生,其中女生占比50%。受试学生的社会经济背景(50%来自低收入家庭)、族裔构成(7%为西班牙裔)及种族分布(不足1%为亚裔、55%为非裔美国人、34%为白人、1%为其他种族、3%为多种族)均呈现多样性。研究结果显示,ZooU对队列1的社会情感学习知识及教师评定的行为表现存在显著主效应(科恩d值介于0.13至0.35之间),但对队列2未观察到类似效应(科恩d值介于-0.27至0.15之间)。年级在队列1中起到调节作用:ZooU对二年级学生的干预效果更为显著。课堂氛围在两个队列中均发挥调节作用:队列1中,ZooU在课堂支持度较低的场景中效果更佳;而队列2中则在课堂支持度较高的场景中效果更优。干预组内分析结果表明,ZooU游戏时长的增加与社会情感学习知识的提升呈剂量依赖性相关。本研究凸显了游戏化干预作为可规模化、高性价比手段(估算每位学生成本为21美元),用于提升低龄小学生社会情感学习技能的潜力。
提供机构:
ICPSR - Interuniversity Consortium for Political and Social Research
创建时间:
2025-04-02
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