Empirical analysis of a card game designed to promote consumer-related social competence among hearing-impaired youth.
D000293:Adolescent; D012048:Correction of Hearing Impairment; D005246:Feedback; D005260:Female; D006801:Humans; D007100:Imitative Behavior; D007398:Interpersonal Relations; D008297:Male; D012054:Reinforcement, Psychology; D012381:Role Playing