Results of Evaluations of Say Say Oh Playmate
Do children improve their sight vocabulary by using Say, Say Oh Playmate? To determine if Say Say Oh Playmate was successful in achieving this goal, word gain was assessed by
comparing reading ability during a pre and posttest. The figure
below depicts students' performance on both the pre and posttest. Pre and Post Reading Test Scores
As the graph illustrates, all students showed performance gains
from pre to posttest. Mean performance on the pretest was 17
words out of 41 words for an average of 41 percent word gain.
After one hour and thirty minutes use of the system, mean performance
on the posttest was 26.7 words (65 percent), a word gain of 9.7
words or 24 percent. It is possible that the students could have had the same word gain by reading the lyrics with a tutor.
However, given the constrainsts of working in our selected afterschool program where children select how to spend their time, we were unable maintain student interest long enough
to gather reliable control group data using tutors as instructors,
instead of a computer-based learning system. Say Say Oh Playmate was designed for students who are not motivated
to read by traditional means, so it is not surprising that we were unable to engage
students in a traditional tutoring session, without the aid of
a computer-based learning system. The figure below depicts a histogram that shows a distribution
in students gain in sight vocabulary. All students learned to
read some words by using Say, Say Oh Playmate. The majority of students are clustered around the 8-10 words
gained range. Histogram of students' gain in sight vocabulary words
Can Say, Say, Oh Playmate motivate children who dislike reading to perform activities that
rely heavily on children using their reading skills? The motivational effects of Say Say Oh Playmate were also evaluated in the study. To answer the question we relied
on data gathered from the pre and post interviews. A question
in the post interview asked students to rank their top three software
titles from a list educational software applications that are
available in the after-school tutoring programs computer lab.
However, we do not have any data on whether or not the students
had previously used each title. See the figure below for the results.
The following formula was used to calculate students votes. Three
points were given for every 1st place vote, two points for every
2nd place vote and one point for 3rd place votes. Students' ranking of popular software titles As the figure dictates, Say Say Oh Playmate was clearly the students favorite software title. It received
all 12 first place votes. One plausible explanation for this ranking
is the Hawthorne effect. Since the students had just used Say Say Oh Playmate they might have been more deposed to rank it higher because of
its novelty. However, the amount of disparity between the rankings
of Say Say Oh Playmate and other software applications provides some evidence as to the
positive motivational effects of Say, Say Oh Playmate .
Quicktime movies of students using the software are available for download.