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SEL4@ll program for social and emotional development among European adolescents: a study protocol for a randomized
Konstanze Schoeps1, Silvia Postigo-Zegarra2, Alessia Signorelli3
1Department of Personality, Assessment and Psychological Treatment, University of València, Av. Blasco Ibáñez 21, Valencia, 46010, Spain. konstanze.schoeps@uv.es.
This study introduces SEL4@ll, a serious game intervention to boost social-emotional learning in European students. The program aims to enhance emotional resilience, empathy, and well-being through engaging digital education.
Area of Science:
- Educational Psychology
- Digital Learning
- Adolescent Development
Background:
- Modern challenges necessitate social and emotional skills beyond academics for youth adaptation.
- The SEL4@ll programme uses a serious game to deliver Social and Emotional Education (SEE).
- This intervention targets socio-emotional learning through engaging and inclusive digital methods.
Purpose of the Study:
- To design, implement, and evaluate the SEL4@ll intervention in European schools.
- To enhance students' social-emotional competencies, scholastic well-being, and social inclusion.
- To assess the cultural adaptability and generalizability of a shared SEE framework.
Main Methods:
- A randomized controlled trial involving ~1,000 students (ages 10-16) across Germany, Italy, Spain, and Finland.
- A six-week intervention combining individual gameplay with teacher-led classroom sessions.
- Quantitative (baseline, post-intervention, 2-month follow-up) and qualitative data collection, analyzed using linear mixed-effects models.
Main Results:
- Primary outcomes: social-emotional competence.
- Secondary outcomes: student well-being and social inclusion.
- Qualitative data explored user experiences and contextual factors.
Conclusions:
- SEL4@ll innovatively integrates digital serious gaming with social and emotional education.
- The cross-national design assesses the cultural adaptability of SEE frameworks.
- Findings will inform scalable, evidence-based strategies for technology-enhanced education to support youth development.
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