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Media
Kit: Resist Media
Kit: Research Media
Kit: Software |
Q&A: Ripple Effects Social Learning Software Q:
What is Ripple Effects software? Q: What is Ripple Effects software? A: Ripple Effects software solves behavior problems. This award-winning tool addresses violence, drugs, bullying, hate-crimes, skipping school, hassles with friends, family issues, eating disorders-- all the things that get in the way of academic and life success. It works by building the key social-emotional skills research shows help people do better, from preschool through the highest reaches of business. Early studies shows the software works-dramatically. Q: How does this software work? A: Ripple Effects has integrated decades of research into an interactive software engine for social learning. It combines under a single electronic roof all the strategies that evidence has shown work to change behavior and prevent social and health problems. It deploys these strategies via a proprietary software-based learning system that leverages teaching and learning strengths. Finally, it brings the material alive with engaging multimedia--photos, sounds, drawings, animation, videos-and interactivity. The result is an engaging tool that presents strategies in a way that works in many learning settings, for a range of learners. Q: Who is Ripple Effects software for? A: Ripple Effects software is for children and youth, and the adults who work with them. It's used in schools, community organizations, health clinics, and juvenile justice settings. The different versions are developmentally appropriate for their target audience. Ripple Effects for Kids is for students in grades 3-5. Ripple Effects for Teens targets 11 to 16 year olds. Teacher's Coach is for educators working with youth. Resist is for teens. Q: Is there any evidence it works? A: Yes. Two initial studies show Ripple Effects software works, and more are underway. In 2000, researchers from Columbia and NYU demonstrated that Ripple Effects behavior training software changed student behavior in positive, measurable ways, and that these behavioral changes were correlated with improved educational outcomes. After using Ripple Effects' program for three months at a diverse New York City middle school, test groups, in relation to control groups, showed:
Q: Computers to teach kindness to humans? Shouldn't parents and teachers be doing this? A: Absolutely-and the machine is a bridge to help kids and adults connect. The software doesn't replace the human connection, it's a catalyst for it. Kids in trouble often won't ask for help. These kids will go to the computer, get some help there, and find a language for what's bothering them. A: Kids and teens use it to get quick help with things that are on their mind. Educators direct students to it to effectively intervene when problems arise. Educators also use it as a curriculum, over days, weeks, or months, to achieve specific behavioral outcomes, such as reduction in violence, substance abuse, teen pregnancy, truancy, or disruptive behavior, or increases in respect, character, or social-emotional competency. Close to 200 schools and youth serving organizations in 32 states use the program in counseling, detention, health, after-school, and classroom settings. Q: How does the learning system work? A: For every topic covered, learners start with a photo-based scenario, and from there can get information, learn skills, see a true story video of how someone else handled the problem, watch behavior modeled by peers, reflect on their experience in an animated journal (an interactive "brain"), apply the topic to their world, in areas like family, friends, media, and sports, do role-plays, do self-assessments, and do interactive activities to see if they got the main point. A subset of topics and learning options are available free on the web. Q: What results can users expect? A: A school-wide commitment to Ripple Effects software should result in reduced aggressive behavior, more orderly classrooms, greater courtesy and kindness, improved school climate, greater time spent on learning, fewer social and health problems, and improved educational outcomes. Q: What's the research behind it? A: A mass of research has shown that life success is correlated with having the social-emotional skills that Ripple Effects social learning software teaches. Research has also clearly identified which specific strategies work, and which don't. For instance, teaching teens to "just say no" doesn't reduce alcohol and drug use. Broad skill training in things like decision making and impulse control do. The results of more than 300 studies are incorporated into the program. Q: Who created Ripple Effects software? A: Ripple Effects is a San Francisco-based software company formed to provide scaleable software solutions to behavior problems. Ripple Effects co-founder Alice Ray designed the software. Ray is a nationally recognized leader in child health and safety, who has developed curriculum and videos, written books and articles, and spoken internationally on child safety and social learning. Fifteen years ago, Ray oversaw the development of the most popular print violence prevention program used in schools today. Ray and Ripple Effects cofounder and technology innovator Sarah Berg collaborated with a diverse group of educators and youth to develop the software. For further information, please contact: Sarah
Berg or Alice Ray |
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