Analysis of the Effects of two Gamified Emotional Education Software’s in Emotional and Well-being Variables in Spanish Children and Adolescents

Autor/a

Ros Morente, Agnès

Cabello Cuenca, Enric

Filella Guiu, Gemma

Fecha de publicación

2018-10-24T08:53:24Z

2018-10-24T08:53:24Z

2018



Resumen

The aim of the present research is to explore the differences among emotional and well-being variables in primary and secondary education students after undergoing the software’s Happy 8-12 and Happy 12-16 during an academic course. These innovative software’s are focused in the training of the basic emotional competences. The study has a pre-post quasi-experimental design with a control group. A total of 574 primary education students and 903 secondary education students participated in the study. Results show that the training of the emotional competences with novel methods, such as gamified software’s, improves the emotional competences, reduces anxiety and enhances academic achievement in a sample of Spanish students

Tipo de documento

Artículo
Versión publicada

Lengua

Inglés

Materias y palabras clave

Gamification; Happy; Emotional education; Software’s

Publicado por

International Association of Online Engineering (IAOE)

Documentos relacionados

Reproducció del document publicat a https://doi.org/10.3991/ijet.v13i09.7841

International Journal of Emerging Technologies in Learning, 2018, vol. 13, núm. 9, p. 148-159

Derechos

cc-by (c) Agnès Ros-Morente et al., 2018

http://creativecommons.org/licenses/by/4.0/

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