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Gamification and Emotional Intelligence

Development of a Digital Application for Children

Bibliographic Data

ID22047134
AuthorsMaria do Patrocínio Tenório Nunes (0000-0003-3616-515X, Polytechnic Institute of Castelo Branco), Maria Nunes (Polytechnic Institute of Castelo Branco), Ângela Oliveira (0000-0002-4566-0358, Polytechnic Institute of Castelo Branco, corresponding author), Filipe Fidalgo (0000-0001-7326-9957, Polytechnic Institute of Castelo Branco)
Year2025
Volume15
Issue4
Pages453
Publication date2025-04-05
Open AccessYes
TypeARTICLE
VenueEducation Sciences (JOURNAL)
Journal identifiersISSN: 2227-7102 • E-ISSN: 2227-7102
PublisherMDPI AG (PUBLISHER • IT)
DOI10.3390/educsci15040453
OpenAlexW4409268760
LanguageEN
Citations received1
References cited13

It is important to work on educating children’s emotional intelligence, namely the re-awareness and control of emotions, both their own and those around them so that they feel empathy for others, establish and maintain positive relationships and make conscious decisions. This document describes a proposal for a gamified solution, based on the development of a multimedia product, which aims to help children, parents and teachers in the education of emotional intelligence in children. The solution makes it possible to present everyday scenarios to children, allowing adults to find out how they feel and, based on this information, to work on feelings and social behaviour. The solution was based on research into studies available in scientific databases on children’s emotional intelligence, as well as research into exercises that can help work on this same issue. Once implemented, the solution was tested with children from a primary school, where it was possible to collect feedback from them and their teachers and make improvements. This study presents the design, development and evaluation of a gamified application for children focused on emotional intelligence. The methodology used is based on a systematic literature review following the PRISMA protocol and the development of an iterative multimedia product. The study sample included around 200 elementary school children, where it was possible to collect qualitative feedback to evaluate the effectiveness of the application. The results obtained made it possible to make improvements to the design of the application and to obtain feedback from the teachers, which was very positive, but transmitted by direct interview

Cognitive psychology · Developmental psychology · Emotional intelligence · Mathematics education · Multimedia · Augmented Reality Applications · Computer Science · Educational Games and Gamification · Psychology

  • Enhancing the emotion regulation of preschool children through the EmoPlay Pals App

    Open Access•Meng Yao, Melissa Ng Lee Yen Abdullah et al.•Acta Psychologica•2026

  • PRISMA 2020 explanation and elaboration

    Open Access•Matthew J Page, David Moher et al.•BMJ•2021

  • Design and evaluation of an augmented reality cyberphysical game for the development of empathic abilities

    Open Access•Lissette López-Faican, Juan Javier•International Journal of…•2023

  • Promoting Social and Emotional Learning and Subjective Well-Being

    Open Access•Javier Cejudo, Lidia Losada et al.•International Journal of…•2020

  • A Step-by-Step Process of Thematic Analysis to Develop a Conceptual Model in Qualitative Research

    Open Access•Muhammad Naeem, Wilson Ozuem et al.•International Journal of…•2023

Citations per year1
Citation span2026 - 2026 (1)
Highly citedNo

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