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        <identifier>oai:figshare.com:article/33771442</identifier>
        <datestamp>2026-09-15T05:28:16Z</datestamp>
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          <dc:title>Supplementary file 1_Developing social-cognitive skills in deaf and hard-of-hearing children through a gamified digital intervention: a multisite class-level quasi-experimental study.docx</dc:title>
          <dc:creator>Zhanar Adirbekova (24912310)</dc:creator>
          <dc:creator>Nadezhda Zhienbayeva (24912313)</dc:creator>
          <dc:creator>Nurgul Serikbayeva (24200147)</dc:creator>
          <dc:creator>Madina Tussupbekova (24200141)</dc:creator>
          <dc:creator>Saltanat Meiramova (24912316)</dc:creator>
          <dc:subject>Education</dc:subject>
          <dc:subject>deaf and hard-of-hearing children</dc:subject>
          <dc:subject>digital intervention</dc:subject>
          <dc:subject>gamification</dc:subject>
          <dc:subject>social-cognitive performance</dc:subject>
          <dc:subject>special education</dc:subject>
          <dc:subject>transfer</dc:subject>
          <dc:description>Introduction&lt;p&gt;This multisite, class-level quasi-experimental study examined whether a 12-week gamified digital intervention was associated with greater improvement in social-cognitive performance among 120 deaf and hard-of-hearing primary-school children from 12 classes in three special education schools in Kazakhstan, compared with an active non-digital programme.&lt;/p&gt;Methods&lt;p&gt;The intervention combined visually accessible social scenarios, facial-expression and branching-decision tasks, immediate corrective feedback, repeated attempts, progressive difficulty, and teacher-guided discussion; the comparison condition covered equivalent social-emotional content and instructional time through non-digital activities. Pre-test and post-test data were collected using a study-specific social-cognitive assessment battery, six non-digital transfer scenarios, and structured classroom and break-time observations. Linear mixed-effects models accounted for repeated measurements, class-level clustering, and study site, with small-sample-corrected inference.&lt;/p&gt;Results&lt;p&gt;The experimental group showed a greater increase in the primary social-cognitive composite outcome than the comparison group [adjusted difference = 2.48, 95% CI (0.70, 4.25), p = .011; dDiD = 0.58]. Significant adjusted differences were also found for emotion recognition, social-situation interpretation, and performance-based transfer, whereas social decision-making did not remain significant after multiplicity correction and observed social behaviour showed no clear between-group difference.&lt;/p&gt;Discussion&lt;p&gt;The findings provide preliminary evidence that an accessible gamified format may support structured social-cognitive performance, although short-term behavioural generalisation was not established.&lt;/p&gt;</dc:description>
          <dc:date>2026-09-15T05:28:16Z</dc:date>
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          <dc:identifier>10.3389/feduc.2026.1947526.s001</dc:identifier>
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          <dc:rights>CC BY 4.0</dc:rights>
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