Congresos de GKA, [2018] Congreso Internacional de Educación y Aprendizaje

Tamaño de la fuente: 
"Aislados" videogame: improvement socio-emotional competencies in adolescents
Javier Cejudo, Lidia Losada, Roberto Feltrero

Última modificación: 2018-06-17


The aim of the present research is to experimentally assess the effects of a videogame program called “Aislados” for the improvement of socio-emotional competencies among a sample of adolescents. The sample has been made up of 187 adolescents, aged 12 to 17, who are currently studying Secondary Education. The instrument used has been the following: Behavior Assessment System for Children, Second Edition (BASC-2):  Self Report of Personality (SRP: BASC-S3). The study used a quasi-experimental design, a design of pre-test / post-test repeated measurements with a control group. In order to assess the effect of the program, descriptive analyses (average and standard deviations) and variance analyses (ANOVAs) were carried out by the adolescents assigned to the experimental and control condition in the pre-test stage. In the second place, descriptive and covariance analyses of the post-test scoring were carried out (ANCOVAs post-test covarying the pre-test), which allows to demonstrate the impact of the program. Moreover, the effect size was reckoned (d of Cohen).

The results confirm statistically-significant differences in: externalizing problems, adaptive skills, and behavioral symptoms index. On the other hand, the results of the ANCOVA post-test show that the change stimulated by the program was similar in both sexes.

The study provides an effective intervention tool which has been experimentally validated. The overall results allow for emphasizing the importance of the implementation of programs aimed at encouraging socio-emotional competencies throughout adolescence.

Palabras clave

socio-emotional competencies; program; videogame; adolescents; secondary education