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Investigating Efficacy, Moderators, and Implementation of a Game-Based Social-Emotional Learning Platform

Fri, May 5, 8:00 to 9:30am CDT (8:00 to 9:30am CDT), SIG Virtual Rooms, Social and Emotional Learning SIG Virtual Paper Room

Abstract

This study focuses on a game-based online social skills development program that is designed to address five social-emotional competencies, including self-awareness, self-management, social awareness, relationship skills, and responsible decision making. The presentation (1) discusses PROGRAM’s (name blinded) implementation at school and in distance-learning environments at 3rd grade and how the fidelity of implementation may have influenced student learning; (2) assesses the educational efficacy of PROGRAM on students’ social-emotional competency; and (3) explores the moderation effects of prior social emotional skills and student background variables (e.g., ethnicity). Additionally, the presentation examines the implications of using virtual learning platform for social-emotional skills development, along with some case analyses with diverse students.

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