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Using Connected Technologies in a Continuous Quality Improvement Approach in after-school Settings: The PAX Good Behavior Game
Journal of Technology in Human Services ( IF 1.5 ) Pub Date : 2019-04-04 , DOI: 10.1080/15228835.2019.1588190
Yasemin Cava-Tadik 1 , Emilie Phillips Smith 1 , Dian Yu 1 , Megan Leathers 2 , Jaelyn R Farris 3
Affiliation  

Abstract This demonstration study explored the use of connected technologies in a continuous quality improvement (CQI) approach to implementing evidence-based practices in after-school. Focus group with staff indicated enjoyment of technology and offered feedback for future development. Ecological momentary assessments (EMA) were gathered daily. Three randomized conditions were compared among 4 programs and 12 staff implementing PAX Good Behavior Game (PAX GBG). Analysis of variance (ANOVA), Post-Hoc Tukey, and chi-square analyses indicated that the tech-enhanced condition showed better implementation using scoreboards than the in person, while similar in game length. Both were superior to the control in behavioral strategies; highlighting the promise of technology in capacity building.

中文翻译:

在课外环境中使用互联技术进行持续质量改进:PAX 良好行为游戏

摘要 这项示范研究探讨了在持续质量改进 (CQI) 方法中使用互联技术来在课后实施循证实践。焦点小组与员工表示对技术的享受,并为未来的发展提供了反馈。每天收集生态瞬时评估(EMA)。对实施 PAX 良好行为游戏 (PAX GBG) 的 4 个项目和 12 名员工进行了三种随机条件的比较。方差分析 (ANOVA)、事后 Tukey 和卡方分析表明,技术增强条件下使用记分牌的实施效果优于亲自使用,而游戏时长相似。两者在行为策略上均优于对照组;强调技术在能力建设方面的前景。
更新日期:2019-04-04
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