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임상시험

Serious Game-Based School Intervention to Enhance Socio-Emotional Competence and Well-Being in European Adolescents

NCT: NCT07093645 · ACTIVE_NOT_RECRUITING

NCT IDNCT07093645
상태ACTIVE_NOT_RECRUITING
시작일2026-01-01
완료2026-07-31
SponsorUniversity of Valencia (OTHER)
First posted
Last updated

간략 요약

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.

공식 출처

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