TY - JOUR
T1 - The STAR Project
T2 - Enhancing Adolescents' Social Understanding through Video-Based, Multimedia Scenarios
AU - Goldsworthy, Richard C.
AU - Barab, Sasha A.
AU - Goldsworthy, Elizabeth L.
N1 - Publisher Copyright:
© 2000 Technology and Media Division of the Council for Exceptional Children.
PY - 2000/3/1
Y1 - 2000/3/1
N2 - Adolescents with attention deficit hyperactivity disorder (ADHD) and other externalizing disorders are at risk for academic and behavioral problems as a result, in part, of their lack of social competence. One aspect of this population's difficulty in social situations may be attributed to an impaired ability to analyze the social situations of which they are a part, recognize the multiple perspectives or interpretations that individuals may take away from a social situation, and act in a situationally appropriate manner. This study examines a computer game that supports the development of learners' social problem-solving skills. The game package consists of an immersive environment, integrated digital videos of social situations, and embedded questions and instruction. In a controlled, three-group, pre-post experimental design, the prototype performed significantly better than an attention-placebo control and comparably to a therapist-directed group on a transfer measure of problem solving and on one of two engagement measures. No significant differences were found on the Gresham and Elliott Social Skills Rating Scales (SSRS). These results, together with the findings from formative evaluation of the product, led to several recommendations for future work.
AB - Adolescents with attention deficit hyperactivity disorder (ADHD) and other externalizing disorders are at risk for academic and behavioral problems as a result, in part, of their lack of social competence. One aspect of this population's difficulty in social situations may be attributed to an impaired ability to analyze the social situations of which they are a part, recognize the multiple perspectives or interpretations that individuals may take away from a social situation, and act in a situationally appropriate manner. This study examines a computer game that supports the development of learners' social problem-solving skills. The game package consists of an immersive environment, integrated digital videos of social situations, and embedded questions and instruction. In a controlled, three-group, pre-post experimental design, the prototype performed significantly better than an attention-placebo control and comparably to a therapist-directed group on a transfer measure of problem solving and on one of two engagement measures. No significant differences were found on the Gresham and Elliott Social Skills Rating Scales (SSRS). These results, together with the findings from formative evaluation of the product, led to several recommendations for future work.
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U2 - 10.1177/016264340001500202
DO - 10.1177/016264340001500202
M3 - Article
AN - SCOPUS:0011592012
SN - 0162-6434
VL - 15
SP - 13
EP - 26
JO - Journal of Special Education Technology
JF - Journal of Special Education Technology
IS - 2
ER -