Trials / Recruiting
RecruitingNCT07093645
Serious Game-Based School Intervention to Enhance Socio-Emotional Competence and Well-Being in European Adolescents
Promoting Well-being Among European Adolescents - an Inclusive and Digital Program to Strengthen Social-emotional Competences (SEL4@ll)
- Status
- Recruiting
- Phase
- N/A
- Study type
- Interventional
- Enrollment
- 500 (estimated)
- Sponsor
- University of Valencia · Academic / Other
- Sex
- All
- Age
- 10 Years – 16 Years
- Healthy volunteers
- Accepted
Summary
The goal of this study is to evaluate whether a digital, game-based social-emotional education intervention (SEL4@ll) can improve socio-emotional competencies, well-being, and inclusion in primary and secondary school students aged 10-16 across four European countries. The main questions it aims to answer are: * Does participating in the SEL4@ll serious game increase students' socio-emotional competencies, such as self-awareness, empathy, and decision-making? * Does the program enhance students' sense of well-being and social inclusion within the classroom environment? Researchers will compare outcomes between students who participate in the SEL4@ll intervention and those in the control group who follow standard curricular activities to see if the game-based program leads to significant improvements. Participants will: * Play a serious game focused on five themed "portals" that develop emotional intelligence, leadership, gratitude, resilience, and justice. * Complete questionnaires at three different time points (pre-, post-, and follow-up) to assess changes in competencies. * Take part in focus groups (students) and provide implementation feedback (teachers). * Engage in teacher-led activities and worksheets designed to support reflection and integration of SEL4@ll content.
Detailed description
SEL4@ll is an EU-funded, cross-national intervention designed to promote social-emotional learning (SEL) among primary and secondary school children using a serious game supported by pedagogical resources. The intervention aligns with the Collaborative for Academic, Social, and Emotional Learning (CASEL) framework and draws on evidence-based models of SEL, life skills development, character education, and positive youth development. The serious game is the centerpiece of the intervention and is structured around five narrative "gates or portals," each of which targets three interrelated competencies: Gate of Self: sense of meaning, resilience, leadership Gate of Emotion: emotional intelligence, empathy, compassion Gate of People: communication, gratitude, positive influence Gate of Knowledge: motivation, growth mindset, critical thinking Final Mission: equality, responsibility, justice The game presents students as protagonists navigating magical environments to overcome a symbolic "dark force" by mastering SEL competencies, represented as branches of a "skill tree." The game is hosted online, accessible through a browser, and available in English, Spanish, Italian, German, and Finnish. To facilitate educational integration, SEL4@ll provides a digital teacher handbook and didactic materials-including lesson plans and reflection worksheets-that help structure learning around the game content. Teachers play a vital role by guiding discussions and activities before and after gameplay. The evaluation strategy includes both quantitative and qualitative components and follows a co-creation approach: A three-wave design assesses students' development over time (pre-test, post-test, and delayed follow-up). Quantitative measures include validated self-report questionnaires focused on SEL competencies, well-being, and perceived social inclusion. Qualitative data are gathered through student focus groups and teacher interviews to explore experiences, perceptions, and implementation barriers. Feedback from critical friends and stakeholders is used to iteratively refine the program materials and processes. This study is conducted simultaneously in Germany, Spain, Italy, and Finland, allowing for a robust cross-cultural analysis of the intervention's effectiveness. Data will be analyzed both within and across countries to identify universal impacts and culturally specific outcomes, thereby informing future adaptation and scalability of the SEL4@ll model in broader European educational contexts. This study is part of the Erasmus+ project "Promoting well-being among European adolescents: An inclusive and digital programme to strengthen socio-emotional competencies - SEL4@ll" and aims to contribute to evidence-based innovation in the transition form primary to secondary education by leveraging digital tools and inclusive pedagogy.
Conditions
Interventions
| Type | Name | Description |
|---|---|---|
| DEVICE | SEL4@ll | SEL4@ll is a school-based digital intervention targeting students aged 10-16 (Primary and Secondary Education). It combines: (1) a serious game with five missions promoting SEL skills (1/week), playable online at home or school; (2) a digital teacher handbook with classroom activities used 1-2 times per week; and (3) online surveys to assess impact. The program lasts 8 weeks: 2 weeks for pre/post assessments and 6 weeks of gameplay and classroom sessions. Surveys are administered online (3 waves), and optional focus groups are conducted with a subsample of students. Teachers complete an online evaluation after implementation. |
Timeline
- Start date
- 2025-02-20
- Primary completion
- 2025-09-15
- Completion
- 2025-12-20
- First posted
- 2025-07-30
- Last updated
- 2025-07-30
Locations
1 site across 1 country: Spain
Source: ClinicalTrials.gov record NCT07093645. Inclusion in this directory is not an endorsement.