6533b82dfe1ef96bd129092a

RESEARCH PRODUCT

EmoTIC: Impact of a game-based social-emotional programme on adolescents

Estefanía MónacoInmaculada Montoya-castillaUsue De La BarreraJosé-antonio Gil-gómezSilvia Postigo-zegarra

subject

Social CognitionMaleApplied psychologyEmotionsIntelligenceSocial SciencesInnovación educacionalAnxietyAdolescentsFamiliesLearning and MemorySurveys and QuestionnairesSocial emotional learningMedicine and Health SciencesPsychologyChildChildrenEmotional IntelligenceMultidisciplinary05 social sciencesQR050301 educationMétodo de aprendizajeMedicineEngineering and TechnologyGame basedFemalePsychology050104 developmental & child psychologyResearch ArticleSocial PsychologyAdolescentScienceMEDLINEPsychological StressEquipmentHuman LearningMental Health and PsychiatryLearningHumans0501 psychology and cognitive sciencesCommunication EquipmentBehaviorEnseñanza secundariaCognitive PsychologyBiology and Life SciencesSelf ConceptProsocial BehaviorGames ExperimentalVideo GamesAge GroupsPeople and PlacesCognitive SciencePopulation GroupingsCell Phones0503 educationLENGUAJES Y SISTEMAS INFORMATICOSNeuroscience

description

[EN] 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' lambda = .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 beta), while their emotional problems and hyperactivity decreased (negative beta). Anxiety moderated the influence of the intervention on self-esteem (b = .04; t = -2.55; p <= .05; LLCI = -0.43, ULCI = -0.05). Adolescents with low or medium anxiety improved their self-esteem with the intervention, while those with high anxiety did not develop it. Conclusions The use of technology in social-emotional programmes could be the first step in increasing adolescents' interest in emotions and emoTIC could be considered a useful programme which influences their personal, emotional and social factors.

10.1371/journal.pone.0250384http://europepmc.org/articles/PMC8051799