Serious game to promote socioemotional learning and mental health (emoTIC): a study protocol for randomised controlled trial

dc.contributor.authorBarrera, Usue de la
dc.contributor.authorPostigo Zegarra, Silvia
dc.contributor.authorGil Gómez, José Antonio
dc.contributor.authorMontoya Castilla, Inmaculada
dc.contributor.authorMónaco Gerónimo, Estefanía Melina
dc.date.accessioned2024-06-13T12:08:42Z
dc.date.available2024-06-13T12:08:42Z
dc.date.issued2021
dc.description.abstractIntroduction The development of emotional competences may be a protective factor for mental health problems, promoting well-being at such a complex age as adolescence. Technologies may be used to carry out this empowerment because adolescents are attracted to them. The purpose of the study is to design a serious game based on the Mayer et al’s emotional intelligence ability model and analyse the effectiveness of the emoTIC programme to develop emotional competences, well-being, mental health, and personal strengths immediately after completion and at 12 months. Methods and analysis The new version of emoTIC will be designed following the suggestions of the adolescents who participated in the pilot study and the results obtained from the statistical analysis. The participants will be 385 adolescents aged 11–16 years who will be randomly assigned to the control group and the experimental group. The experimental group will complete the emoTIC programme. The primary outcomes include emotional competences and subjective well-being. The secondary outcomes are self-esteem; general self-efficacy; personality; social and personal responsibility; school social climate; somatic complaints; depression, anxiety and stress symptoms; emotional and behavioural difficulties; suicidal behaviour; and subjective happiness. Data will be collected at three moments: baseline (T1), immediately post-intervention (T2) and 12-month follow-up (T3). The effectiveness of the programme will be analysed using different statistical packages.eng
dc.description.filiationUEVspa
dc.description.impact3.007 Q2 JCR 2021spa
dc.description.impact0.982 Q1 SJR 2021spa
dc.description.impactNo data IDR 2021eng
dc.description.sponsorshipSpanish Ministry of Science, Innovation and Universities (PSI2017-84005-R)spa
dc.description.sponsorshipRegional Government of Valencia and the European Social Fund (ACIF/2018/033)spa
dc.identifier.citationDe la Barrera U, Postigo-Zegarra S, Mónaco E, et alSerious game to promote socioemotional learning and mental health (emoTIC): a study protocol for randomised controlled trialBMJ Open 2021;11:e052491. doi: 10.1136/bmjopen-2021-052491eng
dc.identifier.doi10.1136/bmjopen-2021-052491
dc.identifier.issn2044-6055
dc.identifier.urihttp://hdl.handle.net/11268/12915
dc.language.isoengspa
dc.peerreviewedSispa
dc.relation.projectIDState Agency of Research and the European Regional Development Fund (FEDER)spa
dc.relation.publisherversionhttps://doi.org/10.1136/bmjopen-2021-052491spa
dc.rightsAttribution-NonCommercial 4.0 Internacional*
dc.rights.accessRightsopen accessspa
dc.rights.urihttps://creativecommons.org/licenses/by-nc/4.0/*
dc.subject.otherGamificaciónspa
dc.subject.otherTerapia centrada en la emociónspa
dc.subject.otherSalud mentalspa
dc.subject.unescoGamificaciónspa
dc.subject.unescoSalud mentalspa
dc.subject.unescoJuego educativospa
dc.titleSerious game to promote socioemotional learning and mental health (emoTIC): a study protocol for randomised controlled trialeng
dc.typejournal articleeng
dspace.entity.typePublication

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