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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 TableS1. Game Experience Questionnaire Items and Corresponding Board Game Experience Questionnaire Items

GEQ items Factor Board Game Experience Questionnaire Factor

(1) I felt content PA (3) J’e´tais content(e) PA, F&I

(2) I felt skillful Comp. /

(3) I was interested in the game’s story Imm. (4) J’e´tais tre`s inte´resse´(e) par le jeu PA

(4) I thought it was fun PA (6) J’ai trouve´ le jeu amusant PA

(5) I was fully occupied with the game Flow (7) J’e´tais comple`tement pris(e) par le jeu PA, F&I

(6) I felt happy PA /

(7) It gave me a bad mood NA (8) Le jeu m’a mis de mauvaise humeur NA

(8) I thought about other things NA /

(9) I found it tiresome NA (9) Je l’ai trouve´ fatiguant NA

(10) I felt competent Comp. (10) Je me sentais compe´tent(e) F&I

(11) I thought it was hard Chall. (11) Je pensais que le jeu e´tait dur Diff.

(12) It was aestatically pleasing Imm. /

(13) I forgot everything around me Flow (12) J’ai tout oublie´ autour de moi F&I

(14) I felt good PA (13) Je me sentais bien PA

(15) I was good at it Comp. (14) J’e´tais bon(ne) au jeu F&I

(16) I felt bored NA (15) Je me suis ennuye´(e) NA

(17) I felt successful Comp. /

(18) I felt imaginative Imm. (16) J’ai pu utiliser ma fantaisie pendant le jeu / (19) I felt that I could explore things Imm. (19) J’avais envie d’essayer de nouvelles choses /

(20) I enjoyed it PA (17) J’ai aime´ le jeu PA

(21) I was fast at reaching the game’s target Comp. /

(22) I felt annoyed Tension /

(23) I felt pressured Chall. (5) Je me sentais nerveux(se) /

(24) I felt irritable Tension /

(25) I lost track of time Flow (18) Le temps est passe´ rapidement pendant le jeu F&I

(26) I felt challenged Chall. (20) Je me sentais mis(e) au de´fi Effort

(27) I found it impressive Imm. /

(28) I was deeply concentrated on the game Flow (21) J’e´tais tre`s concentre´(e) sur le jeu Effort (29) I felt frustrated Tension (23) Je me sentais frustre´(e) parce que le jeu e´tait trop

difficile

NA, Diff.

(30) It felt like a rich experience Imm. (24) C’e´tait tre`s enrichissant Effort

(31) I lost connection with the outside world Flow /

(32) I felt time pressure Chall. /

(33) I had to put a lot of effort into it Chall. (25) J’ai investi beaucoup d’effort Diff, Eff.

/ (22) Il faut eˆtre bon pour re´ussir a` ce jeu Diff.

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

Chall., challenge; Comp., competence; Diff., difficulty; Eff., effort; F&I, flow and immersion; GEQ, Game Experience Questionnaire;

Imm., immersion; NA, negative affect; PA, positive affect; Ten., tension and annoyance.

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