- -

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

RiuNet: Repositorio Institucional de la Universidad Politécnica de Valencia

Compartir/Enviar a

Citas

Estadísticas

  • Estadisticas de Uso

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

Mostrar el registro sencillo del ítem

Ficheros en el ítem

dc.contributor.author de la Barrera, Usue es_ES
dc.contributor.author Mónaco, Estefanía es_ES
dc.contributor.author Postigo-Zegarra, Silvia es_ES
dc.contributor.author Gil-Gómez, José-Antonio es_ES
dc.contributor.author Montoya-Castilla, Inmaculada es_ES
dc.date.accessioned 2023-05-08T18:02:03Z
dc.date.available 2023-05-08T18:02:03Z
dc.date.issued 2021-04-16 es_ES
dc.identifier.issn 1932-6203 es_ES
dc.identifier.uri http://hdl.handle.net/10251/193211
dc.description.abstract [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. es_ES
dc.description.sponsorship Funding. The research was supported by grants from the Spanish Ministry of Science, Innovation and Universities (PSI2017-84005-R), the State Agency of Research and the European Regional Development Fund (FEDER) from the European Union; as well as a research fellowship granted by the Regional Government of Valencia and the European Social Fund (ACIF/2018/033). The funders had no role in study design, data collection and analysis, decision to publish, or preparation of the manuscript. es_ES
dc.language Inglés es_ES
dc.publisher Public Library of Science es_ES
dc.relation.ispartof PLoS ONE es_ES
dc.rights Reconocimiento (by) es_ES
dc.subject.classification LENGUAJES Y SISTEMAS INFORMATICOS es_ES
dc.title EmoTIC: Impact of a game-based social-emotional programme on adolescents es_ES
dc.type Artículo es_ES
dc.identifier.doi 10.1371/journal.pone.0250384 es_ES
dc.relation.projectID info:eu-repo/grantAgreement/AEI/Plan Estatal de Investigación Científica y Técnica y de Innovación 2013-2016/PSI2017-84005-R/ES/INTERVENCION SOCIO-EMOCIONAL APOYADA EN TICS: DESARROLLO DE LA RESPONSABILIDAD Y EL BIENESTAR EN LA COMUNIDAD EDUCATIVA/ es_ES
dc.relation.projectID info:eu-repo/grantAgreement/GVA//ACIF%2F2018%2F033/ es_ES
dc.rights.accessRights Abierto es_ES
dc.contributor.affiliation Universitat Politècnica de València. Escuela Técnica Superior de Ingenieros Industriales - Escola Tècnica Superior d'Enginyers Industrials es_ES
dc.description.bibliographicCitation De La Barrera, U.; Mónaco, E.; Postigo-Zegarra, S.; Gil-Gómez, J.; Montoya-Castilla, I. (2021). EmoTIC: Impact of a game-based social-emotional programme on adolescents. PLoS ONE. 16(4):1-17. https://doi.org/10.1371/journal.pone.0250384 es_ES
dc.description.accrualMethod S es_ES
dc.relation.publisherversion https://doi.org/10.1371/journal.pone.0250384 es_ES
dc.description.upvformatpinicio 1 es_ES
dc.description.upvformatpfin 17 es_ES
dc.type.version info:eu-repo/semantics/publishedVersion es_ES
dc.description.volume 16 es_ES
dc.description.issue 4 es_ES
dc.identifier.pmid 33861813 es_ES
dc.identifier.pmcid PMC8051799 es_ES
dc.relation.pasarela S\435662 es_ES
dc.contributor.funder European Social Fund es_ES
dc.contributor.funder Generalitat Valenciana es_ES
dc.contributor.funder Agencia Estatal de Investigación es_ES
dc.contributor.funder European Regional Development Fund es_ES


Este ítem aparece en la(s) siguiente(s) colección(ones)

Mostrar el registro sencillo del ítem