Gamification and Emotional Intelligence
Development of a Digital Application for Children
Bibliographic Data
| ID | 22047134 |
|---|---|
| Authors | Maria 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) |
| Year | 2025 |
| Volume | 15 |
| Issue | 4 |
| Pages | 453 |
| Publication date | 2025-04-05 |
| Open Access | Yes |
| Type | ARTICLE |
| Venue | Education Sciences (JOURNAL) |
| Journal identifiers | ISSN: 2227-7102 • E-ISSN: 2227-7102 |
| Publisher | MDPI AG (PUBLISHER • IT) |
| DOI | 10.3390/educsci15040453 |
| OpenAlex | W4409268760 |
| Language | EN |
| Citations received | 1 |
| References cited | 13 |
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
PRISMA 2020 explanation and elaboration
Design and evaluation of an augmented reality cyberphysical game for the development of empathic abilities
Promoting Social and Emotional Learning and Subjective Well-Being
A Step-by-Step Process of Thematic Analysis to Develop a Conceptual Model in Qualitative Research
| Citations per year | 1 |
|---|---|
| Citation span | 2026 - 2026 (1) |
| Highly cited | No |