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

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 st...

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Autores principales: de la Barrera, Usue, Mónaco, Estefanía, Postigo-Zegarra, Silvia, Gil-Gómez, José-Antonio, Montoya-Castilla, Inmaculada
Formato: Online Artículo Texto
Lenguaje:English
Publicado: Public Library of Science 2021
Materias:
Acceso en línea:https://www.ncbi.nlm.nih.gov/pmc/articles/PMC8051799/
https://www.ncbi.nlm.nih.gov/pubmed/33861813
http://dx.doi.org/10.1371/journal.pone.0250384
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author de la Barrera, Usue
Mónaco, Estefanía
Postigo-Zegarra, Silvia
Gil-Gómez, José-Antonio
Montoya-Castilla, Inmaculada
author_facet de la Barrera, Usue
Mónaco, Estefanía
Postigo-Zegarra, Silvia
Gil-Gómez, José-Antonio
Montoya-Castilla, Inmaculada
author_sort de la Barrera, Usue
collection PubMed
description 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 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. TRIAL REGISTRATION: Clinical Trial identifier: NCT04414449.
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spelling pubmed-80517992021-04-28 EmoTIC: Impact of a game-based social-emotional programme on adolescents de la Barrera, Usue Mónaco, Estefanía Postigo-Zegarra, Silvia Gil-Gómez, José-Antonio Montoya-Castilla, Inmaculada PLoS One Research Article 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 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. TRIAL REGISTRATION: Clinical Trial identifier: NCT04414449. Public Library of Science 2021-04-16 /pmc/articles/PMC8051799/ /pubmed/33861813 http://dx.doi.org/10.1371/journal.pone.0250384 Text en © 2021 de la Barrera et al https://creativecommons.org/licenses/by/4.0/This is an open access article distributed under the terms of the Creative Commons Attribution License (https://creativecommons.org/licenses/by/4.0/) , which permits unrestricted use, distribution, and reproduction in any medium, provided the original author and source are credited.
spellingShingle Research Article
de la Barrera, Usue
Mónaco, Estefanía
Postigo-Zegarra, Silvia
Gil-Gómez, José-Antonio
Montoya-Castilla, Inmaculada
EmoTIC: Impact of a game-based social-emotional programme on adolescents
title EmoTIC: Impact of a game-based social-emotional programme on adolescents
title_full EmoTIC: Impact of a game-based social-emotional programme on adolescents
title_fullStr EmoTIC: Impact of a game-based social-emotional programme on adolescents
title_full_unstemmed EmoTIC: Impact of a game-based social-emotional programme on adolescents
title_short EmoTIC: Impact of a game-based social-emotional programme on adolescents
title_sort emotic: impact of a game-based social-emotional programme on adolescents
topic Research Article
url https://www.ncbi.nlm.nih.gov/pmc/articles/PMC8051799/
https://www.ncbi.nlm.nih.gov/pubmed/33861813
http://dx.doi.org/10.1371/journal.pone.0250384
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