Treffer: EmoTIC: Impact of a game-based socialemotional programme on adolescents

Title:
EmoTIC: Impact of a game-based socialemotional programme on adolescents
Source:
de la Barrera Marzal, Usue Mónaco, Estefanía Postigo-Zegarra, Silvia Gil Gómez, José Antonio Montoya Castilla, Inmaculada 2021 EmoTIC: Impact of a game-based socialemotional programme on adolescents Plos One 16 4 e0250384
Publication Year:
2025
Collection:
Universitat de València: Roderic - Repositorio de contenido libre
Subject Terms:
Document Type:
Fachzeitschrift article in journal/newspaper
File Description:
application/pdf
Language:
English
Relation:
Plos One, 2021, vol. 16, num. 4, p. e0250384; https://hdl.handle.net/10550/104310; 145991
DOI:
10.1371/journal.pone.0250384
Rights:
open access
Accession Number:
edsbas.E6D9A4FC
Database:
BASE

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Introduction Technologies provide a brilliant opportunity to promote social-emotional competences, well-being and adjustment in adolescence. Game-based programmes and serious games are digital tools that pursue an educational goal in an attractive environment for adolescents. The purpose of this study was therefore to determine the effectiveness of emoTIC, a game-based social-emotional programme designed according to Mayer, Caruso, and Salovey's model of emotional intelligence. Materials and methods The participants were 119 adolescents between 11 and 15 years, randomly assigned to the experimental group and the control group. The adolescents completed questionnaires to assess their emotional intelligence, self-esteem, affect balance, difficulties, prosocial behaviour, depression, anxiety and stress. Results The MANCOVA results showed that adolescents who completed the game-based programme had improved self-esteem, affect balance, emotional symptoms, behavioural problems, and hyperactivity (Wilks' λ = .77; F = 2.10; p = .035). Hierarchical multiple regression indicated that adolescents in the experimental group had a greater change in self-esteem and affect balance (positive β), while th.