首页> 外文期刊>International Journal of Emerging Technologies in Learning (iJET) >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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Analysis of the Effects of two Gamified Emotional Education Software’s in Emotional and Well-being Variables in Spanish Children and Adolescents

机译:分析两种游戏化的情感教育软件对西班牙儿童和青少年的情绪和幸福感的影响

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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 the Happy 12-16 during an academic course. Both 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 of secondary education 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.
机译:本研究的目的是探究在学习过程中接受软件的Happy 8-12和Happy 12-16后小学和中学教育学生的情绪和幸福变量之间的差异。两种创新软件都专注于基本情感能力的训练。该研究具有对照组的事前准实验设计。共有574名小学教育学生和903名中学教育参加了该研究。结果表明,通过西班牙游戏学生等新颖的方法(例如游戏软件)来训练情感能力,可以提高情感能力,减少焦虑并提高学业成绩。

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