| Literature DB >> 35954968 |
Ana Xavier1,2, Paula Vagos1,2, Lara Palmeira2,3, Paulo Menezes4, Bruno Patrão4, Sónia Pereira1, Vanessa Rocha1, Sofia Mendes5, Marta Tavares6.
Abstract
The use of serious games may be an appealing and complementary way to motivate curriculum-based social and emotional learning (SEL); still, investigation into this potential usefulness is scarce. This study aims to address the usefulness of serious games within the program 'Me and Us of Emotions'. Specifically, we analyzed the differences in children's satisfaction in sessions that did or did not use serious games as a complement to the intervention, explored the contribution of using serious games to the global satisfaction with the program, and explored children's qualitative feedback regarding the sessions. The participants were 232 children (122 boys and 110 girls) aged between 8 and 12 years old (M = 9.09, SD = 0.80). The measures were based on the subjective appraisals of the sessions made by the participating children, including quantitative and qualitative assessments of the degree of satisfaction of the participants. The results showed that there were similar levels of satisfaction with the sessions that did or did not use serious games as a complement to the program. However, only satisfaction with the sessions that used serious games (and not satisfaction with the sessions that did not use them) contributed significantly to explaining both the enjoyment of the activities and the interest in the subjects. Satisfaction with serious games was significantly and positively associated with fun, easiness, ability to understand the session, and ability to cope with emotions. Qualitative analysis showed three main themes, namely: positive aspects, negative aspects, and opportunities for improvement of the program. Overall, these results indicate that children's satisfaction with the 'Me and Us of Emotions' program is related to serious games, suggesting the relevance of using this complementary tool more often when intervening with younger generations.Entities:
Keywords: children; quantitative and qualitative appraisal of intervention; serious games; social–emotional learning
Mesh:
Year: 2022 PMID: 35954968 PMCID: PMC9367770 DOI: 10.3390/ijerph19159613
Source DB: PubMed Journal: Int J Environ Res Public Health ISSN: 1660-4601 Impact factor: 4.614
Model summary for regression analyses using satisfaction with sessions that did and did not use serious games as independent variables and enjoying activities and interest in subjects as dependent variables, respectively (N = 57).
| R2 | Adjusted R2 | B |
| |
|---|---|---|---|---|
| Model predicting enjoyment | 0.418 | 0.397 | ||
| Satisfaction with sessions that used serious games | 0.753 | 4.54 *** | ||
| Satisfaction with sessions that did not use serious games | −0.145 | −0.87 | ||
| Model predicting interest | 0.362 | 0.338 | ||
| Satisfaction with sessions that used serious games | 0.516 | 2.96 ** | ||
| Satisfaction with sessions that did not use serious games | 0.105 | 0.60 |
Note. ** p < 0.01. *** p < 0.001.
Number of participants and references in each sub-themes and examples (N = 221 participants).
| Name | Participants/ | Examples |
|---|---|---|
| Positive aspects | ||
| Learning emotion regulation strategies | 59/74 | “ |
| Experiencing positive emotions | ||
| Playing activities | 19/24 |
“ |
| Serious games | 107/126 | “ |
| Enjoyment | 173/234 |
“ |
| Shared experience | 3/3 | “ |
| Gaining emotional knowledge | ||
| Awareness of others’ emotions | 6/6 |
“ |
| Body awareness | 2/2 |
“ |
| Emotional expression | 125/153 |
“ |
| Negative aspects | ||
| Reduced opportunity for playing serious games | 12/13 |
“ |
| Experiencing difficult emotions | 45/45 | “ |
| Opportunities for improvement | ||
| Less noise during sessions | 11/11 | “ |
| Behaving better in the classroom | 11/11 | “ |
| Addressing more emotions | 10/10 | “ |
| More serious games | 9/9 | “ |
| Increasing session duration | 17/18 | “ |