Student Name: M
Group: Analyzing Published Research Article Summary Table (25)
Articles (2 pts) Authors (year) | Study Purpose (2) | Participants (2) Numbers Inclusion & Exclusion Criteria | Interventions (5) Intervention Contents & Procedures OR Description of Procedure for Descriptive Study | Data Collection with Measurement Tools (4) | Participants Sociodemographic Findings) (5) Study Results/Findings (5)
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* Kurnaz & Yanardag (2018)
| * “To investigate the effectiveness of the video self-modeling procedure in teaching active video game skill to children with ASD” (Kurnaz & Yanardag, 2018, p. 455).
| * Four participants * 3 boys and 1 girl. * The eligibility criteria were that the participants had difficulty in communication and social integration skills, able to follow verbal and visual prompts for about 5 minutes, able to watch images on a screen, able to imitate motor skills, and able to watch videos on tablet or television for about 3 minutes. The parents had to give a verbal approval, and also sign an informed consent form (Kurnaz & Yanardag, 2018).
| * The intervention was video self-modeling. * The participants watched a video clip on a tablet, and performed the active video game skill. Each participant had two intervention sessions with a one-hour break in between the sessions (Kurnaz & Yanardag, 2018).
| * Kurnaz and Yanardag (2018) used the observation method. * The data collection tools used in the study included a writing pad, data collection forms, a flash memory stick, a pencil, and a social validity questionnaire form. | * All the participants of the study were of the age of 7 years old (Kurnaz & Yanardag, 2018). * All the participants were diagnosed with autism spectrum disorder (ASD) and included in special education programs, and had some difficulty in communication and social integration skills. * Interobserver agreement was 100% for all the participants (Kurnaz & Yanardag, 2018). The procedural reliability was established on 92% of the participants (Kurnaz & Yanardag, 2018). * All the participants were able to produce correct responses in the active video game skill after the intervention. * All the parents stated that active video game skill was important to their children. * All parents stated that the skill allowed the children to actively occupy themselves. * All parents stated that the skill would allow the children to play with peers, affirmed the learning of the new skill, and preferred self-modeling to peer modeling. *All parents stated that the skill would increase physical activity in children (Kurnaz & Yanardag, 2018). * Three parents stated that they would buy an active video game console for their child. *All the parents did not find any dislike with the intervention (Kurnaz & Yanardag, 2018). |
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References
Kurnaz, E., & Yanardag, M. (2018). The effectiveness of video self-modeling in teaching active video game skills to children with autism spectrum disorder. Journal of Developmental and Physical Disabilities, 30(4), 455-469. https://doi.org/10.1007/s10882-018-9596-y