Analysis of the Effects of two Gamified Emotional Education Software's in Emotional and Well-being Variables in Spanish Children and Adolescents.

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Title: Analysis of the Effects of two Gamified Emotional Education Software's in Emotional and Well-being Variables in Spanish Children and Adolescents.
Authors: Ros-Morente, Agnès1, Cabello Cuenca, Enric1, Filella-Guiu, Gemma1 gfilella@pip.udl.cat
Source: International Journal of Emerging Technologies in Learning. 2018, Vol. 13 Issue 9, p148-159. 12p. 2 Illustrations, 3 Charts.
Subject Terms: *Academic achievement, *Emotional intelligence, *School environment, *Educational sociology, Well-being
Abstract: The aim of the present research is to explore the differences among emotional and well-being variables in primary and secondary education students after undergoing the software's Happy 8-12 and Happy 12-16 during an academic course. These innovative software's are focused in the training of the basic emotional competences. The study has a pre-post quasi-experimental design with a control group. A total of 574 primary education students and 903 secondary education students participated in the study. Results show that the training of the emotional competences with novel methods, such as gamified software's, improves the emotional competences, reduces anxiety and enhances academic achievement in a sample of Spanish students. [ABSTRACT FROM AUTHOR]
Copyright of International Journal of Emerging Technologies in Learning is the property of International Association of Online Engineering (IAOE) and its content may not be copied or emailed to multiple sites without the copyright holder's express written permission. Additionally, content may not be used with any artificial intelligence tools or machine learning technologies. However, users may print, download, or email articles for individual use. This abstract may be abridged. No warranty is given about the accuracy of the copy. Users should refer to the original published version of the material for the full abstract. (Copyright applies to all Abstracts.)
Database: Education Research Complete
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  Data: <searchLink fieldCode="AR" term="%22Ros-Morente%2C+Agnès%22">Ros-Morente, Agnès</searchLink><relatesTo>1</relatesTo><br /><searchLink fieldCode="AR" term="%22Cabello+Cuenca%2C+Enric%22">Cabello Cuenca, Enric</searchLink><relatesTo>1</relatesTo><br /><searchLink fieldCode="AR" term="%22Filella-Guiu%2C+Gemma%22">Filella-Guiu, Gemma</searchLink><relatesTo>1</relatesTo><i> gfilella@pip.udl.cat</i>
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  Data: <searchLink fieldCode="JN" term="%22International+Journal+of+Emerging+Technologies+in+Learning%22">International Journal of Emerging Technologies in Learning</searchLink>. 2018, Vol. 13 Issue 9, p148-159. 12p. 2 Illustrations, 3 Charts.
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  Data: *<searchLink fieldCode="DE" term="%22Academic+achievement%22">Academic achievement</searchLink><br />*<searchLink fieldCode="DE" term="%22Emotional+intelligence%22">Emotional intelligence</searchLink><br />*<searchLink fieldCode="DE" term="%22School+environment%22">School environment</searchLink><br />*<searchLink fieldCode="DE" term="%22Educational+sociology%22">Educational sociology</searchLink><br /><searchLink fieldCode="DE" term="%22Well-being%22">Well-being</searchLink>
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  Label: Abstract
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  Data: The aim of the present research is to explore the differences among emotional and well-being variables in primary and secondary education students after undergoing the software's Happy 8-12 and Happy 12-16 during an academic course. These innovative software's are focused in the training of the basic emotional competences. The study has a pre-post quasi-experimental design with a control group. A total of 574 primary education students and 903 secondary education students participated in the study. Results show that the training of the emotional competences with novel methods, such as gamified software's, improves the emotional competences, reduces anxiety and enhances academic achievement in a sample of Spanish students. [ABSTRACT FROM AUTHOR]
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  Data: <i>Copyright of International Journal of Emerging Technologies in Learning is the property of International Association of Online Engineering (IAOE) and its content may not be copied or emailed to multiple sites without the copyright holder's express written permission. Additionally, content may not be used with any artificial intelligence tools or machine learning technologies. However, users may print, download, or email articles for individual use. This abstract may be abridged. No warranty is given about the accuracy of the copy. Users should refer to the original published version of the material for the full abstract.</i> (Copyright applies to all Abstracts.)
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        Value: 10.3991/ijet.v13i09.7841
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      – Code: eng
        Text: English
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        Type: general
      – SubjectFull: Emotional intelligence
        Type: general
      – SubjectFull: School environment
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      – SubjectFull: Educational sociology
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      – SubjectFull: Well-being
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      – TitleFull: Analysis of the Effects of two Gamified Emotional Education Software's in Emotional and Well-being Variables in Spanish Children and Adolescents.
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              M: 09
              Text: 2018
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