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]
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Database: Education Research Complete
Description
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]
ISSN:18630383
DOI:10.3991/ijet.v13i09.7841