Effects of Implementing a Program to Develop Emotional Skills and Post-traumatic Growth in Adolescents and Young Adults Receiving Child Welfare Services-a Pilot Study in the Haute-Loire Department
NCT ID: NCT07334704
Last Updated: 2026-02-11
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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NOT_YET_RECRUITING
NA
32 participants
INTERVENTIONAL
2026-02-01
2027-09-01
Brief Summary
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Detailed Description
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Conditions
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Study Design
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NON_RANDOMIZED
PARALLEL
SUPPORTIVE_CARE
NONE
Study Groups
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Intervention Group
Participation in a structured 6-week program focused on emotional skills development and psychoeducation on post-traumatic growth (JEMotion43 program).
Questionnaire and Physical Exam
completion of all questionnaires :
* l'Adverse Childhood Experiences-International Questionnaire
* Benevolent Childhood Experiences
* Emotional Competency Profile
* psychological distress (K6)
* Warwick-Edinburgh Mental Well-Being Scale
* Post traumatic Growth Inventory
* Attention Assessment Tests
* Wechsler Adult Intelligence Scale
* Behavior Rating Inventory of Executive Function
Program JEMotion
Programm JEMotion : 6-week emotional skills development and psychoeducation program. It consists of 8 modules of 2 hours each.
The program is structured around a variety of activities based on pedagogical and experiential principles. It includes enriching emotional vocabulary, identifying emotional components, and exploring their functional value.
Control Group
Use, over the same period, of a mobile app promoting mental health (WeCare / Care Island).
Questionnaire and Physical Exam
completion of all questionnaires :
* l'Adverse Childhood Experiences-International Questionnaire
* Benevolent Childhood Experiences
* Emotional Competency Profile
* psychological distress (K6)
* Warwick-Edinburgh Mental Well-Being Scale
* Post traumatic Growth Inventory
* Attention Assessment Tests
* Wechsler Adult Intelligence Scale
* Behavior Rating Inventory of Executive Function
mobile app
Mobile app promoting mental health for teens aged 14 to 17. It is a gamified, self-guided 6-week digital program (about 1 hour per week), incorporating techniques from cognitive behavioral therapy, positive psychology, and lifestyle medicine.
The game offers a narrative journey through an imaginary world consisting of six islands, each corresponding to a health and well-being theme: physical activity, stress management, sleep, addictive behaviors, emotional regulation, automatic thoughts, and self-compassion. Side quests also address balanced eating and the integration of positive psychology practices into everyday life.
The player takes on the role of a hero accompanied by their guide, tasked with restoring the vital balance of the islands threatened by pollution and destruction. The player must clean up the islands, recycle waste into seeds, regenerate nature, and interact with totem animals, which impart psychoeducational lessons related to mental health.
Interventions
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Questionnaire and Physical Exam
completion of all questionnaires :
* l'Adverse Childhood Experiences-International Questionnaire
* Benevolent Childhood Experiences
* Emotional Competency Profile
* psychological distress (K6)
* Warwick-Edinburgh Mental Well-Being Scale
* Post traumatic Growth Inventory
* Attention Assessment Tests
* Wechsler Adult Intelligence Scale
* Behavior Rating Inventory of Executive Function
Program JEMotion
Programm JEMotion : 6-week emotional skills development and psychoeducation program. It consists of 8 modules of 2 hours each.
The program is structured around a variety of activities based on pedagogical and experiential principles. It includes enriching emotional vocabulary, identifying emotional components, and exploring their functional value.
mobile app
Mobile app promoting mental health for teens aged 14 to 17. It is a gamified, self-guided 6-week digital program (about 1 hour per week), incorporating techniques from cognitive behavioral therapy, positive psychology, and lifestyle medicine.
The game offers a narrative journey through an imaginary world consisting of six islands, each corresponding to a health and well-being theme: physical activity, stress management, sleep, addictive behaviors, emotional regulation, automatic thoughts, and self-compassion. Side quests also address balanced eating and the integration of positive psychology practices into everyday life.
The player takes on the role of a hero accompanied by their guide, tasked with restoring the vital balance of the islands threatened by pollution and destruction. The player must clean up the islands, recycle waste into seeds, regenerate nature, and interact with totem animals, which impart psychoeducational lessons related to mental health.
Eligibility Criteria
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Inclusion Criteria
1. Be taken in or accompanied by a child protection service.
2. Have given informed consent to participate in the study.
3. Have obtained authorization from those with parental authority.
Young adults aged ≥ 18 to 21:
1. Have signed a young adult contract (CJM) with the Child Welfare Service (ASE).
2. Have given their informed consent to participate in the study.
15 Years
21 Years
ALL
No
Sponsors
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Centre Hospitalier Emile Roux
OTHER
Responsible Party
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Principal Investigators
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Mathieu PEREIRA
Role: PRINCIPAL_INVESTIGATOR
Université Lumière Lyon 2
Central Contacts
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Marie PEURIERE
Role: CONTACT
Other Identifiers
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RIPH3_PEREIRA_JEMotion43
Identifier Type: -
Identifier Source: org_study_id
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