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

Results pending

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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Recruitment Status

RECRUITING

Clinical Phase

NA

Total Enrollment

500 participants

Study Classification

INTERVENTIONAL

Study Start Date

2025-02-20

Study Completion Date

2025-12-20

Brief Summary

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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.

Detailed Description

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SEL4@ll is an EU-funded, cross-national intervention designed to promote social-emotional learning (SEL) among primary and secondary school children using a serious game supported by pedagogical resources. The intervention aligns with the Collaborative for Academic, Social, and Emotional Learning (CASEL) framework and draws on evidence-based models of SEL, life skills development, character education, and positive youth development.

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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None - Study is to Determine Safety in Healthy Participants

Study Design

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Allocation Method

NON_RANDOMIZED

Intervention Model

PARALLEL

There are two groups: one experimental and one control. The experimental group will play the game and undergo pre- and post-game evaluations, as well as an impact evaluation some time after playing. The control group will undergo the same evaluations and will be offered the game as a reward.
Primary Study Purpose

PREVENTION

Blinding Strategy

SINGLE

Participants

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.

Group Type EXPERIMENTAL

SEL4@ll

Intervention Type DEVICE

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.

Group Type NO_INTERVENTION

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.

Intervention Type DEVICE

Eligibility Criteria

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Inclusion Criteria

Participants must meet all of the following criteria to be included in the study:

* 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

Participants will be excluded from the study if they:

* 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.
Minimum Eligible Age

10 Years

Maximum Eligible Age

16 Years

Eligible Sex

ALL

Accepts Healthy Volunteers

Yes

Sponsors

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Universitat Politècnica de València

OTHER

Sponsor Role collaborator

University Of Perugia

OTHER

Sponsor Role collaborator

University of Eastern Finland

OTHER

Sponsor Role collaborator

University of Greifswald

OTHER

Sponsor Role collaborator

European Union

OTHER

Sponsor Role collaborator

University of Valencia

OTHER

Sponsor Role lead

Responsible Party

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Konstanze Schoeps

Associate Professor of Personality, Evaluation and Psychological Treatments

Responsibility Role PRINCIPAL_INVESTIGATOR

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

Site Status RECRUITING

Countries

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Spain

Central Contacts

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Konstanze Schoeps

Role: CONTACT

(9639) 83497

Facility Contacts

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Konstanze Schoeps

Role: primary

(9639) 83497

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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