Students rated Zoo U highly for engagement and likeability, with every usability area rated at least 3.8 on a four-point scale¶
Claim · All claims
Evidence · 1 study (2 entries) · designr3·q3
Currency · newest study 2012 · not yet checked against its sources · not reviewed by a person
Subclaims¶
Reading the evidence codes
q is the design tier, i the impact, n the sample, and the kind with its r
the rigour judged within that kind: what each code means.
This claim: no standardized effect is recorded in observations/ for it yet, so no benchmark reading is possible.
q3 i? Students rated Zoo U very positively, with every area rated at least 3.8 on a four-point scale. → Melissa E. DeRosier 2012
q3 i? Researcher observations revealed high engagement, with 96% on-task behavior, and 89% of students elected to replay the game. → Melissa E. DeRosier 2012 (2)
Evidence¶
Melissa E. DeRosier 2012¶
Melissa E. DeRosier, Ashley B. Craig, and Rebecca P. Sanchez. (2012). Zoo U: A Stealth Approach to Social Skills Assessment in Schools. Advances in Human-Computer Interaction. https://doi.org/10.1155/2012/654791
q3 · i? · design · r3
Student usability survey after gameplay in the iterative testing sessions, rating fun, ease of use, characters, desire to play more, and overall liking on a four-point scale. The article reports "every area rated ≥3.8 on a four-point scale" (Table 1 means 3.80–3.95).
"Overall, students rated Zoo U very positively with every area rated ≥3.8 on a four-point scale."
Melissa E. DeRosier 2012 (2)¶
Melissa E. DeRosier, Ashley B. Craig, and Rebecca P. Sanchez. (2012). Zoo U: A Stealth Approach to Social Skills Assessment in Schools. Advances in Human-Computer Interaction. https://doi.org/10.1155/2012/654791
q3 · i? · design · r3
Observer records and usage logs during the school computer-lab testing sessions. The article reports "96% on-task behavior" during observation and that 89% of students elected to replay Zoo U rather than play other games.
"In addition, researcher observations revealed high levels of student engagement with 96% on-task behavior and numerous positive comments about the game"
Discussion¶
Related Claims¶
- Zoo U subscales are intercorrelated in patterns the authors attribute to real-world overlap among social skills competencies
- Experimental-group participants rated TibetCPR highly usable (SUS = 84.3, an Excellent rating), with the highest items on voluntary engagement and independent use — related
- Teachers rate LearnLens positively across usability, relevance, and accuracy, with all nine Likert items averaging at least 4.1/5 — related
- Older adults rated the KOKU digital programme with excellent usability and high acceptability — related
Page metadata
| Field | Value |
|---|---|
type |
claim |
id |
zoo-u-high-student-engagement-likeability |
title |
Students rated Zoo U highly for engagement and likeability, with every usability area rated at least 3.8 on a four-point scale |
description |
Students rated Zoo U highly for engagement and likeability, with every usability area rated at least 3.8 on a four-point scale |
status |
review |
evidence_strength |
moderate |
newest_evidence |
2012 |
generated |
by process:wiki-ingest on 2026-10-16 |
trust |
unverified — no one has confirmed this page's content |
sources |
2 — melissa-e-derosier-2012, melissa-e-derosier-2012-2 |
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