Serious Game-Based School Intervention to Enhance Socio-Emotional Competence and Well-Being in European Adolescents
NCT07093645 · Status: ACTIVE_NOT_RECRUITING · Phase: NA · Type: INTERVENTIONAL · Enrollment: 500
Last updated 2026-05-19
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.
Conditions
- None - Study is to Determine Safety in Healthy Participants
Interventions
- DEVICE
-
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.
Sponsors & Collaborators
-
Universitat Politècnica de València
collaborator OTHER -
University Of Perugia
collaborator OTHER -
University of Eastern Finland
collaborator OTHER -
University of Greifswald
collaborator OTHER - collaborator OTHER
-
University of Valencia
lead OTHER
Principal Investigators
-
Konstanze Schoeps · University of Valencia
Study Design
- Allocation
- NON_RANDOMIZED
- Purpose
- PREVENTION
- Masking
- SINGLE
- Model
- PARALLEL
Eligibility
- Min Age
- 10 Years
- Max Age
- 16 Years
- Sex
- ALL
- Healthy Volunteers
- Yes
Timeline & Regulatory
- Start
- 2026-01-01
- Primary Completion
- 2026-05-30
- Completion
- 2026-07-31
Countries
- Spain
Study Locations
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