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

dc.contributor.authorBarrera, Usue de la
dc.contributor.authorMónaco Gerónimo, Estefanía Melina
dc.contributor.authorPostigo Zegarra, Silvia
dc.contributor.authorGil Gómez, José Antonio
dc.contributor.authorMontoya Castilla, Inmaculadaspa
dc.date.accessioned2021-07-07T18:20:56Z
dc.date.available2021-07-07T18:20:56Z
dc.date.issued2021
dc.description.abstractIntroduction 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 their emotional problems and hyperactivity decreased (negative β). 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.spa
dc.description.filiationUEVspa
dc.description.impact3.752 JCR (2021) Q2, 29/73 Multidisciplinary Sciencesspa
dc.description.impact0.852 SJR (2021) Q1, 16/138 Multidisciplinaryspa
dc.description.impactNo data IDR 2021spa
dc.description.sponsorshipPrograma Estatal de Investigación Científica y de Innovación. Agencia EStatal de Investigación (PSI2017-84005-R)spa
dc.identifier.citationBarrera, U., Mónaco, E., Postigo-Zegarra, S., Gil-Gómez, J. A., & Montoya-Castilla, I. (2021). EmoTIC: Impact of a game-based social-emotional programme on adolescents. PLoS One, 16(4), e0250384. https://doi.org/10.1371/journal.pone.0250384spa
dc.identifier.doi10.1371/journal.pone.0250384
dc.identifier.issn1932-6203
dc.identifier.urihttp://hdl.handle.net/11268/10222
dc.language.isoengspa
dc.peerreviewedSispa
dc.rightsAttribution-NonCommercial-NoDerivatives 4.0 Internacionalspa
dc.rights.accessRightsopen accessspa
dc.rights.urihttp://creativecommons.org/licenses/by/4.0/spa
dc.subject.unescoEnseñanza secundariaspa
dc.subject.unescoInnovación educacionalspa
dc.subject.unescoMétodo de aprendizajespa
dc.titleEmoTIC: Impact of a game-based social-emotional programme on adolescentsspa
dc.typejournal articlespa
dspace.entity.typePublication

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