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

No results posted yet for this study

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
  • European Union

    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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Entities

Read the full study record

This page highlights key information. For complete eligibility criteria, study locations, investigator contacts, and the full protocol, visit the original record on ClinicalTrials.gov.

View NCT07093645 on ClinicalTrials.gov