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Board games on emotional competences for school-age children

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Board games on emotional competences for school-age children

DELL'ANGELA, Linda, et al.

Abstract

Objective: Emotional competences (EC) are important for social and academic outcomes and positive life trajectories. Due to their social setting and tendency to stimulate intrinsic motivation, board games may constitute efficient learning tools for promoting socioemotional development in children. The current project therefore aimed at developing and testing three theory-driven board games explicitly targeting EC. First, we explored the quality of these EC games in terms of game experience, compared to off-the-shelf games (without an EC focus).

Second, we tested whether targeted EC were linked to game experience in the EC games by measuring associations between children's trait EC and subjective effort and difficulty during gameplay. Materials and Methods: Children (N = 177) aged 8–12 years old were randomly assigned to a four-session protocol that comprised EC board games (experimental group) or off-the-shelf board games (control group). At baseline, participants' trait EC (emotion recognition, differentiation, and cognitive reappraisal) were assessed, while game experience (e.g., positive and negative affect, flow and [...]

DELL'ANGELA, Linda, et al . Board games on emotional competences for school-age children.

Games for health journal , 2020, vol. 9, no. 3, p. 187-196

DOI : 10.1089/g4h.2019.0050 PMID : 32053027

Available at:

http://archive-ouverte.unige.ch/unige:153655

Disclaimer: layout of this document may differ from the published version.

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Supplementary TableS2. Pattern Matrix of the Exploratory Factor Analysis

Items

Factor 1 Factor 2 Factor 3 Factor 4 Factor 5 Positive

Affect

Flow&

Immersion

Negative Affect

Difficulty Effort

(6) J’ai trouve´ le jeu amusant 0.927

(4) J’e´tais inte´resse´(e) par le jeu 0.857

(17) J’ai aime´ le jeu 0.673

(3) J’e´tais content(e) 0.486 0.340

(7) J’e´tais comple`tement pris(e) par le jeu 0.478 0.413

(13) Je me sentais bien 0.448

(19) J’avais envie d’essayer de nouvelles choses

(14) J’e´tais bon(ne) au jeu 0.703

(10) Je me sentais compe´tent(e) 0.530

(12) J’ai tout oublie´ autour de moi 0.523

(18) Le temps est passe´ rapidement pendant le jeu 0.400 (16) J’ai pu utiliser ma fantaisie

(8) Le jeu m’a mis de mauvaise humeur -0.910

(9) Je l’ai trouve´ fatiguant -0.665

(15) Je me suis ennuye´(e) -0.635

(23) Je me sentais frustre´(e) parce que le jeu e´tait trop difficile

0.659

(22) Il faut eˆtre bon pour re´ussir a` ce jeu 0.570

(26) Il faut avoir de la chance pour re´ussir a` ce jeu 0.495

(11) Je pensais que le jeu e´tait dur 0.374

(20) Je me sentais mis(e) au de´fi 0.512

(25) J’ai investi beaucoup d’effort 0.498

(21) J’e´tais tre`s concentre´(e) sur le jeu 0.473

(24) C’e´tait tre`s enrichissant 0.339

(5) Je me sentais nerveux(se)

Promax rotation with Kaiser normalization. Only loadings>0.3 are shown. The rotation converged in seven iterations.

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