The Social Express challenges players to take the perspectives of others.

Not only are apps being used to teach social-emotional skills, but so are beloved children’s television characters. A few years ago, WGBH and Tufts University transformed the children’s television show Arthur into an interactive, digital comic book. Teachers paired 1 st and 4 th graders together to complete lessons that focused on prosocial behavior, positive decision-making, and character development. The computer game focused on these facets of social-emotional learning in an effort to proactively prevent bullying. In addition to the engagement of a game, it was effective because Arthur prompted children to have discussions with their peers about the dilemmas in the story. Thus, the verbal reflection with peers and a teacher about situations in Arthur improved social-emotional literacy. Results from a study evaluating the game’s efficacy revealed that children demonstrated increased awareness, understanding, and vocabulary about bullying .

However, there are cases where social-emotional games and programs can be used to manage students in ways that may not be beneficial to child development. The game Zoo U recreates common social scenarios at school, and children pick which dialogue option for their character to express in a tough social situation. The program provides educators with an assessment of a student’s competency in different social-emotional areas: emotion management and identification, impulse control, empathy, cooperation, communication, social initiation, and problem solving. The assessment provides concrete examples for teachers to target and improve specific weaknesses that the assessment identified. But assessments often become a student’s label for a teacher, especially when a teacher lacks the time and resources to spend quality time with a student. A seminal study by Robert Rosenthal at Harvard found that giving a teacher a label of a student’s intellectual capacity affects how that teacher instructs them ; teachers gave students with a label of intellectual growth more positive feedback, overtly and subtlety, throughout the learning process. Providing an assessment about a student’s level of empathy, for example, could provide a teacher with a label that could be misinterpreted as a character flaw.

While social-emotional apps may present a way for those with autism to learn social cues in a safe environment, the apps could also encourage a quick-fix solution to a behavioral problem in cases when medical professionals should be consulted. Though social-emotional apps can proactively address bullying and promote awareness on how to address it, other games may provide a social-emotional assessment of a child that runs the risk of misinterpretation. So, should social-emotional apps solve children’s behavioral problems or should we be finding more holistic solutions? The current body of research suggests that methods to improve social-emotional outcomes must be comprehensive and use technology as a tool, not a solution.

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