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Serious Game-Based School Intervention to Enhance Socio-Emotional Competence and Well-Being in European Adolescents
Sponsor: University of Valencia
Summary
The goal of this study is to evaluate whether a digital, game-based social-emotional education intervention (SEL4@ll) can improve socio-emotional competencies, well-being, and inclusion in primary and secondary school students aged 10-16 across four European countries. The main questions it aims to answer are: * Does participating in the SEL4@ll serious game increase students' socio-emotional competencies, such as self-awareness, empathy, and decision-making? * Does the program enhance students' sense of well-being and social inclusion within the classroom environment? Researchers will compare outcomes between students who participate in the SEL4@ll intervention and those in the control group who follow standard curricular activities to see if the game-based program leads to significant improvements. Participants will: * Play a serious game focused on five themed "portals" that develop emotional intelligence, leadership, gratitude, resilience, and justice. * Complete questionnaires at three different time points (pre-, post-, and follow-up) to assess changes in competencies. * Take part in focus groups (students) and provide implementation feedback (teachers). * Engage in teacher-led activities and worksheets designed to support reflection and integration of SEL4@ll content.
Official title: Promoting Well-being Among European Adolescents - an Inclusive and Digital Program to Strengthen Social-emotional Competences (SEL4@ll)
Key Details
Gender
All
Age Range
10 Years - 16 Years
Study Type
INTERVENTIONAL
Enrollment
500
Start Date
2025-02-20
Completion Date
2025-12-20
Last Updated
2025-07-30
Healthy Volunteers
Yes
Interventions
SEL4@ll
SEL4@ll is a school-based digital intervention targeting students aged 10-16 (Primary and Secondary Education). It combines: (1) a serious game with five missions promoting SEL skills (1/week), playable online at home or school; (2) a digital teacher handbook with classroom activities used 1-2 times per week; and (3) online surveys to assess impact. The program lasts 8 weeks: 2 weeks for pre/post assessments and 6 weeks of gameplay and classroom sessions. Surveys are administered online (3 waves), and optional focus groups are conducted with a subsample of students. Teachers complete an online evaluation after implementation.
Locations (1)
University of Valencia
Valencia, Valencia, Spain