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Research Summary: Developing social-cognitive skills in deaf and hard-of-hearing children through a gamified digital intervention: a multisite class-level quasi-experimental study
- Original authors
- Attribution requires verification
- Original source
- Frontiers in Education
- Summary & Analysis prepared by
- Aziz Shuaib Ausi
- Resource type
- Research Summary / Knowledge Resource
- Resource published on AZIZ OS
- 15 September 2026
- Reading time
- 1 min
- Publication type
- Knowledge Resource
- Availability
- Open access
About this Summary & Analysis
AZIZ OS provides independently prepared summaries and analytical interpretations of externally published research and knowledge sources. The underlying works remain attributable to their original authors and rights holders. This resource is intended to improve accessibility and understanding and does not replace the original publication.
A multisite, class-level quasi-experimental study evaluated the efficacy of a 12-week gamified digital intervention in enhancing social-cognitive skills among 120 deaf and hard-of-hearing primary school children across 12 classes in Kazakhstan. Compared to an active non-digital program, the digital intervention, which included visually accessible scenarios and immediate feedback, was associated with greater improvements in social-cognitive performance, suggesting its potential effectiveness in this specific educational context.
Why it matters
This research highlights the potential of technology-enabled, gamified interventions to address specific developmental needs within special education. Demonstrating superior outcomes compared to traditional methods can inform strategic investments in accessible digital learning tools and curriculum design for diverse student populations, fostering equitable educational opportunities and capability development.
Key insights
- The study involved 120 deaf and hard-of-hearing primary school children from 12 classes across three special education schools in Kazakhstan.
- A 12-week gamified digital intervention was compared against an active non-digital social-emotional program.
- The digital intervention incorporated visually accessible social scenarios, facial-expression and branching-decision tasks, immediate corrective feedback, repeated attempts, and progressive difficulty, supported by teacher-guided discussion.
- Pre-test and post-test data were collected using a study-specific social-cognitive assessment.
- The digital intervention was associated with greater improvement in social-cognitive performance compared to the non-digital alternative.
Source
Frontiers in Education — https://www.frontiersin.org/articles/10.3389/feduc.2026.1947526
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- Verification ID
- ASA-EXE-2026-00526
- Version
- v1.0 · r0
- Issued
- 15 September 2026
- Resource prepared by
- Aziz Shuaib Ausi
- Resource status
- Research Summary / Knowledge Resource
- Underlying work
- Developing social-cognitive skills in deaf and hard-of-hearing children through a gamified digital intervention: a multisite class-level quasi-experimental study
- Original authors
- Attribution requires verification
- Original source
- Frontiers in Education
- Provenance status
- Attribution requires verification
- Rights
- Underlying publication rights remain with the respective copyright holder(s). Refer to the original source for authoritative publication and licensing information.
This verification confirms the AZIZ OS resource record and its documented provenance. It does not establish authorship of the underlying external work.