Evidence map›Paper›PMID 33861813›Full record

ArticlePloS one2021

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

Usue de la Barrera, Estefanía Mónaco, Silvia Postigo-Zegarra, José-Antonio Gil-Gómez, Inmaculada Montoya-Castilla

Registry-linked trialAbstract read
In one paragraph

Article in PloS one, 2021. The graph could read no effect estimate from its abstract, so it casts no vote on the map. It is linked to trial NCT04414449 (ICT-enabled Social-emotional Learning), which is not on this map. Cited by 9 papers, 3 of them syntheses that pooled it.

0numbers the graph read from it
0cells of the map it votes in
9citing papers in PubMed, 3 pooled it
–field-weighted citation impact
1 · What the graph read from it

What it found

Each row is one number read from the abstract, on the scale the paper reported it, with its interval. Left of the dashed line favours the treatment, right favours the comparator. Under each row is the sentence it came from. New to these charts? A ten-minute tutorial.

The abstract states no effect estimate the extractor could read, or names no intervention and outcome on the map, so this paper lights no cell and moves no belief. It is still indexed, cited and linked below.

2 · The registry

The trial behind it

Trials whose registry record cites this paper, or whose number appears in the abstract. A trial that started after this paper was published is citing it as background, not reporting it.

NCT04414449 nacompletednot on this map

ICT-enabled Social-emotional Learning: Development of Responsibility and Well-being in the Educational Environment

TypeinterventionalSponsorUniversity of ValenciaRan2018 to 2023Enrolled385ConditionsAdolescent - Emotional ProblemArmsICT-enabled Social-emotional Learning
3 · Its place in the literature

Who cites it

9 citing papers in PubMed, 3 syntheses or guidelines pooled it.

  1. Pooled it
  2. Pooled it
  3. Pooled it
  4. Trial
  5. Trial
  6. Trial
  7. Review
  8. Review
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4 · The record

Corrections and comments

PubMed lists nothing against this paper. Absence here is not a guarantee, only a check that was made.

5 · Who and what money

Authors and funding

5 authors.

Usue de la BarreraDepartment of Personality, Assessment and Psychological Treatment, Faculty of Psychology, Universitat de València, Valencia, Spain.
Estefanía MónacoDepartment of Personality, Assessment and Psychological Treatment, Faculty of Psychology, Universitat de València, Valencia, Spain.
Silvia Postigo-ZegarraDepartment of Psychology, Faculty of Health Sciences, Universidad Europea de Valencia, Valencia, Spain.
José-Antonio Gil-GómezInstituto Universitario de Automática e Informática Industrial, Universitat Politècnica de València, Valencia, Spain.ORCID 0000-0001-9954-2480
Inmaculada Montoya-CastillaDepartment of Personality, Assessment and Psychological Treatment, Faculty of Psychology, Universitat de València, Valencia, Spain.ORCID 0000-0003-2536-2019

Funding

No grant is acknowledged in the PubMed record.

6 · The paper itself

Abstract

introductionTechnologies 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

methodsThe 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.

resultsThe 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.

conclusionsThe 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 registrationClinical Trial identifier: NCT04414449.

Indexed as

Games, ExperimentalLearningVideo GamesAdolescentChildEmotional IntelligenceFemaleHumansMaleSelf ConceptSurveys and Questionnaires

Identifiers

PMID33861813
PMCPMC8051799

What OpenQuestion holds

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LicenceCC BY
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Registered trials

Read under generation 80e0d062 · epoch 390. Bibliography from PubMed, PubMed Central and OpenAlex; grants from NIH RePORTER; trial links from ClinicalTrials.gov; estimates, votes and beliefs from the OpenQuestion graph.