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Effects of Implementing a Program to Develop Emotional Skills and Post-traumatic Growth in Adolescents and Young Adults Receiving Child Welfare Services-a Pilot Study in the Haute-Loire Department
Sponsor: Centre Hospitalier Emile Roux
Summary
Adolescents and young adults receiving child welfare services constitute a vulnerable population, with an overrepresentation of mental health issues and past trauma, often exacerbated by a difficult transition to independence. Current support focuses mainly on material needs, lacking specific interventions targeting psychological resilience. This study draws on literature demonstrating that the development of emotional skills and post-traumatic growth are major protective factors promoting psychosocial adaptation and mental health.
Key Details
Gender
All
Age Range
15 Years - 21 Years
Study Type
INTERVENTIONAL
Enrollment
32
Start Date
2026-02-01
Completion Date
2027-09-01
Last Updated
2026-02-11
Healthy Volunteers
No
Conditions
Interventions
Questionnaire and Physical Exam
completion of all questionnaires : * l'Adverse Childhood Experiences-International Questionnaire * Benevolent Childhood Experiences * Emotional Competency Profile * psychological distress (K6) * Warwick-Edinburgh Mental Well-Being Scale * Post traumatic Growth Inventory * Attention Assessment Tests * Wechsler Adult Intelligence Scale * Behavior Rating Inventory of Executive Function
Program JEMotion
Programm JEMotion : 6-week emotional skills development and psychoeducation program. It consists of 8 modules of 2 hours each. The program is structured around a variety of activities based on pedagogical and experiential principles. It includes enriching emotional vocabulary, identifying emotional components, and exploring their functional value.
mobile app
Mobile app promoting mental health for teens aged 14 to 17. It is a gamified, self-guided 6-week digital program (about 1 hour per week), incorporating techniques from cognitive behavioral therapy, positive psychology, and lifestyle medicine. The game offers a narrative journey through an imaginary world consisting of six islands, each corresponding to a health and well-being theme: physical activity, stress management, sleep, addictive behaviors, emotional regulation, automatic thoughts, and self-compassion. Side quests also address balanced eating and the integration of positive psychology practices into everyday life. The player takes on the role of a hero accompanied by their guide, tasked with restoring the vital balance of the islands threatened by pollution and destruction. The player must clean up the islands, recycle waste into seeds, regenerate nature, and interact with totem animals, which impart psychoeducational lessons related to mental health.