IntroductionTechnologies provide a brilliant opportunity to promote social-emotional competences, well-being and adjustment in adolescence. Game-based programmes and serious games are digital tools that pursue an educational goal in an attractive environment for adolescents. The purpose of this study was therefore to determine the effectiveness of emoTIC, a game-based social-emotional programme designed according to Mayer, Caruso, and Salovey's model of emotional intelligence.Materials and methodsThe participants were 119 adolescents between 11 and 15 years, randomly assigned to the experimental group and the control group. The adolescents completed questionnaires to assess their emotional intelligence, self-esteem, affect balance, difficul...
Social maladjustment places children at risk in early life as they are integral to many emotional, b...
The contribution illustrates the theoretical premises and the description of the "Emotica" education...
Aim: The project was designed to foster wellbeing in adolescent subjects, using high intensity ICT ...
Introduction Technologies provide a brilliant opportunity to promote social-emotional competences, ...
Objective: To carry out and investigate the effectiveness of an emotional intelligence (EI) training...
Background: Many face-to-face and digital therapeutic supports are designed for adolescents experien...
Although mental health and well-being treatments for adolescents exist, many who would benefit from ...
[EN] Emotional Regulation (ER) strategies allow people to influence the emotions they feel, when the...
People all use more or less adapted strategies to confront adverse emotional situations in their liv...
Digital interventions for mental health and well-being have been shown to be effective in trials, ye...
Emotion regulation (ER) is key for children's development and it has recently been considered in man...
Includes bibliographical references (pages 44-46)Recent statistics show an increase in suicidal idea...
The aim of the present research is to explore the differences among emotional and well-being variabl...
© 2017, Springer-Verlag Berlin Heidelberg. Children with autism spectrum conditions (ASC) experienc...
International audienceVideo-game users represent 40% of the French population and adolescents are th...
Social maladjustment places children at risk in early life as they are integral to many emotional, b...
The contribution illustrates the theoretical premises and the description of the "Emotica" education...
Aim: The project was designed to foster wellbeing in adolescent subjects, using high intensity ICT ...
Introduction Technologies provide a brilliant opportunity to promote social-emotional competences, ...
Objective: To carry out and investigate the effectiveness of an emotional intelligence (EI) training...
Background: Many face-to-face and digital therapeutic supports are designed for adolescents experien...
Although mental health and well-being treatments for adolescents exist, many who would benefit from ...
[EN] Emotional Regulation (ER) strategies allow people to influence the emotions they feel, when the...
People all use more or less adapted strategies to confront adverse emotional situations in their liv...
Digital interventions for mental health and well-being have been shown to be effective in trials, ye...
Emotion regulation (ER) is key for children's development and it has recently been considered in man...
Includes bibliographical references (pages 44-46)Recent statistics show an increase in suicidal idea...
The aim of the present research is to explore the differences among emotional and well-being variabl...
© 2017, Springer-Verlag Berlin Heidelberg. Children with autism spectrum conditions (ASC) experienc...
International audienceVideo-game users represent 40% of the French population and adolescents are th...
Social maladjustment places children at risk in early life as they are integral to many emotional, b...
The contribution illustrates the theoretical premises and the description of the "Emotica" education...
Aim: The project was designed to foster wellbeing in adolescent subjects, using high intensity ICT ...