Serious Game-Based School Intervention to Enhance Socio-Emotional Competence and Well-Being in European Adolescents
NCT ID: NCT07093645
Last Updated: 2025-07-30
Study Results
The study team has not published outcome measurements, participant flow, or safety data for this trial yet. Check back later for updates.
Basic Information
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RECRUITING
NA
500 participants
INTERVENTIONAL
2025-02-20
2025-12-20
Brief Summary
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* 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.
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Detailed Description
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The serious game is the centerpiece of the intervention and is structured around five narrative "gates or portals," each of which targets three interrelated competencies:
Gate of Self: sense of meaning, resilience, leadership
Gate of Emotion: emotional intelligence, empathy, compassion
Gate of People: communication, gratitude, positive influence
Gate of Knowledge: motivation, growth mindset, critical thinking
Final Mission: equality, responsibility, justice
The game presents students as protagonists navigating magical environments to overcome a symbolic "dark force" by mastering SEL competencies, represented as branches of a "skill tree." The game is hosted online, accessible through a browser, and available in English, Spanish, Italian, German, and Finnish.
To facilitate educational integration, SEL4@ll provides a digital teacher handbook and didactic materials-including lesson plans and reflection worksheets-that help structure learning around the game content. Teachers play a vital role by guiding discussions and activities before and after gameplay.
The evaluation strategy includes both quantitative and qualitative components and follows a co-creation approach:
A three-wave design assesses students' development over time (pre-test, post-test, and delayed follow-up).
Quantitative measures include validated self-report questionnaires focused on SEL competencies, well-being, and perceived social inclusion.
Qualitative data are gathered through student focus groups and teacher interviews to explore experiences, perceptions, and implementation barriers.
Feedback from critical friends and stakeholders is used to iteratively refine the program materials and processes.
This study is conducted simultaneously in Germany, Spain, Italy, and Finland, allowing for a robust cross-cultural analysis of the intervention's effectiveness. Data will be analyzed both within and across countries to identify universal impacts and culturally specific outcomes, thereby informing future adaptation and scalability of the SEL4@ll model in broader European educational contexts.
This study is part of the Erasmus+ project "Promoting well-being among European adolescents: An inclusive and digital programme to strengthen socio-emotional competencies - SEL4@ll" and aims to contribute to evidence-based innovation in the transition form primary to secondary education by leveraging digital tools and inclusive pedagogy.
Conditions
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Study Design
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NON_RANDOMIZED
PARALLEL
PREVENTION
SINGLE
Study Groups
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Playing serious game and using didactic material at school
The experimental group will play the game and complete pre- and post-game evaluations, as well as a follow-up impact assessment. This will help assess the game's effectiveness in improving socio-emotional competencies and overall well-being.
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.
Only assessment with serious games as the reward
The control group will undergo the same evaluations as the experimental group, but will not play the game. They will receive the game as a reward after completing the assessments, allowing for a comparison of results between the two groups.
No interventions assigned to this group
Interventions
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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.
Eligibility Criteria
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Inclusion Criteria
* Be within the target age range (typically 10-16 years old, corresponding to 5th-6th grade of primary or 1st-4th year of secondary education).
* Have written informed consent provided by a parent or legal guardian.
* Complete all three measurement points (pre-test, post-test, and follow-up assessments).
* Attend school regularly (i.e., not chronically absent).
Exclusion Criteria
* Do not obtain parental/legal guardian consent.
* Have significant cognitive, developmental, or language impairments that prevent them from understanding or completing the intervention or assessment tools.
* Are absent for a prolonged period during the implementation phase (e.g., due to illness, transfer, or other reasons).
* Participate in another intervention targeting similar outcomes during the study period, which may confound results.
10 Years
16 Years
ALL
Yes
Sponsors
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Universitat Politècnica de València
OTHER
University Of Perugia
OTHER
University of Eastern Finland
OTHER
University of Greifswald
OTHER
European Union
OTHER
University of Valencia
OTHER
Responsible Party
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Konstanze Schoeps
Associate Professor of Personality, Evaluation and Psychological Treatments
Principal Investigators
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Konstanze Schoeps
Role: PRINCIPAL_INVESTIGATOR
University of Valencia
Locations
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University of Valencia
Valencia, Valencia, Spain
Countries
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Central Contacts
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Facility Contacts
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Other Identifiers
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KA220-MV-22-36-89514
Identifier Type: OTHER_GRANT
Identifier Source: secondary_id
2024-PSILOG-3715935
Identifier Type: -
Identifier Source: org_study_id
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