Game-based program to build social-emotional skills and well-being in 10–16-year-olds
Promoting Well-being Among European Adolescents - an Inclusive and Digital Program to Strengthen Social-emotional Competences (SEL4@ll)
This program tests whether a digital serious game can help 10–16-year-old students improve social-emotional skills, well-being, and a sense of inclusion at school.
Quick facts
| Phase | Not applicable |
|---|---|
| Study type | Interventional |
| Enrollment | 500 (estimated) |
| Ages | 10 Years to 16 Years |
| Sex | All |
| Sponsor | University of Valencia Academic / other |
| Locations | 1 site (Valencia, Valencia) |
| Trial ID | NCT07093645 on ClinicalTrials.gov |
What this trial studies
SEL4@ll delivers an online serious game organized around five narrative gates that teach competencies such as emotional intelligence, leadership, gratitude, resilience, and justice. Students play the game in class with supporting teacher-led lessons and complete questionnaires at pre-test, post-test, and follow-up. Outcomes for students using SEL4@ll are compared with those following standard curricular activities to determine whether the game produces measurable gains in socio-emotional competencies, well-being, and classroom inclusion. The intervention is implemented across partner schools in participating European regions and includes a digital teacher handbook and didactic materials to support integration into lessons.
Who should consider this trial
Good fit: Ideal participants are regularly attending students aged about 10–16 (5th–6th primary to early secondary) with parental or guardian written consent who can complete pre-test, post-test, and follow-up assessments.
Not a fit: Students with significant cognitive, developmental, or language impairments, those with prolonged absenteeism, or students already participating in similar interventions may not receive benefit or may be excluded.
Why it matters
Potential benefit: If successful, the program could strengthen students' emotional skills, improve classroom relationships, and boost overall school well-being in a scalable, classroom-friendly format.
How similar studies have performed: School-based social-emotional learning programs have shown improvements in socio-emotional skills and well-being, while delivery via digital serious games is promising but has less established evidence.
Eligibility criteria
Show full inclusion / exclusion criteria
Inclusion Criteria Participants must meet all of the following criteria to be included in the study: * Be within the target age range (typically 10-16 years old, corresponding to 5th-6th grade of primary or 1st-4th year of secondary education). * Have written informed consent provided by a parent or legal guardian. * Complete all three measurement points (pre-test, post-test, and follow-up assessments). * Attend school regularly (i.e., not chronically absent). Exclusion Criteria Participants will be excluded from the study if they: * Do not obtain parental/legal guardian consent. * Have significant cognitive, developmental, or language impairments that prevent them from understanding or completing the intervention or assessment tools. * Are absent for a prolonged period during the implementation phase (e.g., due to illness, transfer, or other reasons). * Participate in another intervention targeting similar outcomes during the study period, which may confound results.
Where this trial is running
Valencia, Valencia
- University of Valencia — Valencia, Valencia, Spain (Recruiting)
Study contacts
- Principal investigator: Konstanze Schoeps — University of Valencia
- Study coordinator: Konstanze Schoeps
- Email: konstanze.schoeps@uv.es
- Phone: (9639) 83497
How to participate
- Review the eligibility criteria above with your treating physician.
- Visit the official trial page on ClinicalTrials.gov for the most current contact information and recruitment status.
- Contact the listed study coordinator or principal investigator to request pre-screening. Pre-screening is free and never obligates you to enroll.