| Literature DB >> 30559691 |
Gemma Filella1, Agnès Ros-Morente1, Xavier Oriol2, Jaume March-Llanes1.
Abstract
Coexistence in schools inevitably carries a higher risk of conflicts among peers. This fact can be detrimental to the well-being and academic achievement of the students. In many developed countries, about 90% of the pupils in compulsory secondary education report witnessing assaults among peers. In this regard, recognizing, controlling and managing emotions is key to ensure a healthy and effective interaction with others. Negative emotions, such as anger, can trigger conflicts or even episodes of violence if not regulated properly. Interactive tools, such as specialized software's, have shown high rates of efficacy for the training of different kinds of competences like the regulation of emotions. The aim of the present work is to describe the Happy Emotional Education Program and its effects over a sample of secondary school students. This software focuses in the training of emotional competences of the students with the objective of solving conflicts in a more assertive way. The design employed in the present work was a quasiexperimental design with pretest and posttest with a control group. Results show that Happy Emotional Education Program contributes to the management of emotions and the absence of negative affect or anxiety in a significant way. Additionally, the constant use of this interactive tool enhances motivation and the learning process of students. Results also indicate the importance of assessing the effects of the program in the long term. This would enable researchers to further assess the effects of the program over those emotional competences that are more resistant to change given its stable nature.Entities:
Keywords: adolescence; coexistence; conflicts; emotion regulation; gamified program
Year: 2018 PMID: 30559691 PMCID: PMC6284471 DOI: 10.3389/fpsyg.2018.02353
Source DB: PubMed Journal: Front Psychol ISSN: 1664-1078
Average values of the results of the tests for the control (n = 432) and experimental (n = 472) groups of secondary school students.
| Test | Group | Pre Happy 8–12 score | Post Happy 8–12 score | Average change pre/post | Average change F; | Effect size (d) |
|---|---|---|---|---|---|---|
| QDE SEC total | Experimental | 6.09 | 6.05 | 0.04 | 3.77; 0.52 | 0.13 |
| Control | 6.26 | 6.18 | 0.08 | |||
| QDE SEC emotional awareness | Experimental | 7.38 | 7.57 | 0.19 | 7.71;.04 | 0.19 |
| Control | 7.24 | 7.32 | 0.07 | |||
| QDE SEC emotion regulation | Experimental | 5.12 | 5.06 | 0.06 | 0.17; 0.68 | 0.03 |
| Control | 5.22 | 5.25 | 0.03 | |||
| QDE SEC autonomy | Experimental | 5.82 | 6.01 | 0.19 | 6.02; 0.03 | 0.16 |
| Control | 5.96 | 6.02 | 0.06 | |||
| QDE SEC social competence | Experimental | 5.96 | 5.97 | 0.01 | 0.20; 0.65 | 0.03 |
| Control | 6.13 | 6.03 | 0.10 | |||
| QDE SEC life’s competences | Experimental | 6.30 | 6.54 | 0.24 | 26.25; 0.005 | 0.34 |
| Control | 6.50 | 6.77 | 0.17 | |||
| STAI-E | Experimental | 43.71 | 44.70 | 0.99 | 5.02; 0.02 | 0.15 |
| Control | 42.67 | 43.22 | 0.55 | |||
| Academic achievement | Experimental | 5.89 | 6.07 | 0.18 | 33.08; < 0.001 | 0.38 |
| Control | 5.87 | 5.98 | 0.11 |
FIGURE 1Steps followed in the Happy software’s following the emotional regulation process (GROP). All participants have to follow this steps when facing a conflict during the game. If the process is successfully completed, the participant will get a high score. Contrary to that, if the participant obtains a low score, the need of training the process will arise.