• 文献检索
  • 文档翻译
  • 深度研究
  • 学术资讯
  • Suppr Zotero 插件Zotero 插件
  • 邀请有礼
  • 套餐&价格
  • 历史记录
应用&插件
Suppr Zotero 插件Zotero 插件浏览器插件Mac 客户端Windows 客户端微信小程序
定价
高级版会员购买积分包购买API积分包
服务
文献检索文档翻译深度研究API 文档MCP 服务
关于我们
关于 Suppr公司介绍联系我们用户协议隐私条款
关注我们

Suppr 超能文献

核心技术专利:CN118964589B侵权必究
粤ICP备2023148730 号-1Suppr @ 2026

文献检索

告别复杂PubMed语法,用中文像聊天一样搜索,搜遍4000万医学文献。AI智能推荐,让科研检索更轻松。

立即免费搜索

文件翻译

保留排版,准确专业,支持PDF/Word/PPT等文件格式,支持 12+语言互译。

免费翻译文档

深度研究

AI帮你快速写综述,25分钟生成高质量综述,智能提取关键信息,辅助科研写作。

立即免费体验

促进社会情感学习和主观幸福感:“隔离”干预计划对青少年的影响。

Promoting Social and Emotional Learning and Subjective Well-Being: Impact of the "Aislados" Intervention Program in Adolescents.

机构信息

Faculty of Education of Ciudad Real, University of Castilla-La Mancha, 13071 Ciudad Real, Spain.

Department of Research Methods and Assessment in Education II, Faculty of Education, UNED, Juan del Rosal, 14, 28040 Madrid, Spain.

出版信息

Int J Environ Res Public Health. 2020 Jan 17;17(2):609. doi: 10.3390/ijerph17020609.

DOI:10.3390/ijerph17020609
PMID:31963598
原文链接:https://pmc.ncbi.nlm.nih.gov/articles/PMC7013551/
Abstract

The aim of this study is to experimentally assess the effects of an intervention program through a video game called "Aislados" for the improvement of subjective well-being, mental health and trait emotional intelligence of a sample of adolescents ( = 187). We used well-established measures with appropriate psychometric properties. The study used a quasi-experimental design of pre-test/post-test repeated measurements with a control group. First, a multivariate analysis of variance (MANOVA) and then descriptive analyses and variance analyses (ANOVAs) were carried out by the adolescents randomly assigned to the experimental and control conditions. Then, a multivariate analysis of covariance (MANCOVA) was performed on the study's variables as a whole. Descriptive and covariance analyses of the post-test scores were carried out (ANCOVAs post-test, co-varying pre-test scores), in order to demonstrate the impact of the program. The effect size was reckoned (Cohen's ). The results confirm statistically-significant differences in: Health-Related Quality of life, positive affect and mental health. The study provides an effective intervention tool which has been experimentally validated. The overall results allow for emphasizing the importance of the implementation of programs aimed at encouraging social and emotional learning throughout adolescence as protective resources in fostering emotional and behavioral adjustment in adolescents.

摘要

本研究旨在通过名为“Aislados”的视频游戏对干预计划的效果进行实验评估,以提高青少年(n=187)的主观幸福感、心理健康和特质情绪智力。我们使用了具有适当心理测量特性的成熟测量工具。该研究采用了预测试/后测试重复测量的准实验设计,并设有对照组。首先,对随机分配到实验组和对照组的青少年进行了多元方差分析(MANOVA),然后进行了描述性分析和方差分析(ANOVAs)。接着,对研究变量进行了多元协方差分析(MANCOVA)。对后测分数进行了描述性和协方差分析(后测协方差分析,以预测试分数为协变量),以证明该计划的影响。计算了效应量(Cohen's )。结果证实了以下方面的统计学显著差异:健康相关生活质量、积极情绪和心理健康。该研究提供了一种经过实验验证的有效干预工具。总体结果强调了在整个青春期实施旨在鼓励社会和情感学习的计划的重要性,这些计划是培养青少年情绪和行为调整的保护资源。

相似文献

1
Promoting Social and Emotional Learning and Subjective Well-Being: Impact of the "Aislados" Intervention Program in Adolescents.促进社会情感学习和主观幸福感:“隔离”干预计划对青少年的影响。
Int J Environ Res Public Health. 2020 Jan 17;17(2):609. doi: 10.3390/ijerph17020609.
2
Using a Mindfulness-Based Intervention to Promote Subjective Well-Being, Trait Emotional Intelligence, Mental Health, and Resilience in Women With Fibromyalgia.采用基于正念的干预措施促进纤维肌痛女性的主观幸福感、特质情绪智力、心理健康和心理韧性。
Front Psychol. 2019 Nov 14;10:2541. doi: 10.3389/fpsyg.2019.02541. eCollection 2019.
3
Improving Adolescents' Subjective Well-Being, Trait Emotional Intelligence and Social Anxiety through a Programme Based on the Sport Education Model.通过基于运动教育模式的项目提高青少年的主观幸福感、特质情绪智力和社交焦虑
Int J Environ Res Public Health. 2019 May 23;16(10):1821. doi: 10.3390/ijerph16101821.
4
A Digital Game and School-Based Intervention for Students in Hong Kong: Quasi-Experimental Design.香港一项针对学生的数字游戏与校本干预措施:准实验设计。
J Med Internet Res. 2019 Apr 5;21(4):e12003. doi: 10.2196/12003.
5
EmoTIC: Impact of a game-based social-emotional programme on adolescents.EmoTIC:基于游戏的社交情感项目对青少年的影响。
PLoS One. 2021 Apr 16;16(4):e0250384. doi: 10.1371/journal.pone.0250384. eCollection 2021.
6
Social and emotional training in Swedish classrooms for the promotion of mental health: results from an effectiveness study in Sweden.瑞典课堂中促进心理健康的社会情感训练:瑞典一项有效性研究的结果
Health Promot Int. 2008 Jun;23(2):134-43. doi: 10.1093/heapro/dam046. Epub 2008 Jan 21.
7
A Cluster Randomized-Controlled Trial of the MindOut Social and Emotional Learning Program for Disadvantaged Post-Primary School Students.一项针对弱势中学后学生的“MindOut 社会与情绪学习计划”的整群随机对照试验
J Youth Adolesc. 2019 Jul;48(7):1245-1263. doi: 10.1007/s10964-019-00987-3. Epub 2019 Apr 19.
8
Can Videogames Be Used to Promote Emotional Intelligence in Teenagers? Results from EmotivaMente, a School Program.电子游戏能否用于促进青少年的情绪智力?来自学校项目 EmotivaMente 的结果。
Games Health J. 2019 Dec;8(6):407-413. doi: 10.1089/g4h.2018.0148. Epub 2019 Jun 26.
9
Creating action plans in a serious video game increases and maintains child fruit-vegetable intake: a randomized controlled trial.在一款严肃的电子游戏中制定行动计划可增加并维持儿童的果蔬摄入量:一项随机对照试验。
Int J Behav Nutr Phys Act. 2015 Mar 18;12:39. doi: 10.1186/s12966-015-0199-z.
10
Short- and midterm effects of emotional intelligence training on adolescent mental health.情绪智力训练对青少年心理健康的短期和中期影响。
J Adolesc Health. 2012 Nov;51(5):462-7. doi: 10.1016/j.jadohealth.2012.02.003. Epub 2012 Apr 4.

引用本文的文献

1
Exploring the mediating roles of bullying, school fighting, and media literacy in the relationship between social-emotional competence and cyberbullying among adolescents.探究欺凌、校园打架和媒体素养在青少年社会情感能力与网络欺凌关系中的中介作用。
BMC Psychol. 2025 Aug 20;13(1):952. doi: 10.1186/s40359-025-03318-3.
2
Clarity and Emotional Regulation as Protective Factors for Adolescent Well-Being: A Moderated Mediation Model Involving Depression.清晰性和情绪调节作为青少年幸福感的保护因素:一个涉及抑郁的有调节的中介模型。
Eur J Investig Health Psychol Educ. 2025 Jul 11;15(7):130. doi: 10.3390/ejihpe15070130.
3
Game-Based Social-Emotional Learning for Youth: School-Based Qualitative Analysis of .面向青少年的基于游戏的社会情感学习:基于学校的定性分析
JMIR Form Res. 2025 Jul 24;9:e67550. doi: 10.2196/67550.
4
A scoping review of interventions using occupation to improve mental health or mental wellbeing in adolescent populations.一项针对利用职业活动改善青少年心理健康或幸福感的干预措施的范围综述。
Br J Occup Ther. 2023 Mar;86(3):236-250. doi: 10.1177/03080226221110391. Epub 2022 Jun 29.
5
Game Design, Effectiveness, and Implementation of Serious Games Promoting Aspects of Mental Health Literacy Among Children and Adolescents: Systematic Review.促进儿童和青少年心理健康素养的严肃游戏的游戏设计、有效性及实施:系统评价
JMIR Ment Health. 2025 May 5;12:e67418. doi: 10.2196/67418.
6
STRYV365 and : teacher perspectives on school impact of a trauma-informed, social-emotional learning approach for students facing adverse childhood experiences.STRYV365 以及:教师对一种针对面临不良童年经历的学生的创伤知情、社会情感学习方法对学校影响的看法。
Front Psychol. 2024 Oct 8;15:1388499. doi: 10.3389/fpsyg.2024.1388499. eCollection 2024.
7
Promoting Physical and Mental Health among Children and Adolescents via Gamification-A Conceptual Systematic Review.通过游戏化促进儿童和青少年的身心健康——一项概念性系统综述
Behav Sci (Basel). 2024 Jan 29;14(2):102. doi: 10.3390/bs14020102.
8
Effectiveness of a social-emotional learning program on developmental assets and subjective well-being.社会情感学习方案对发展资产和主观幸福感的影响。
Sci Rep. 2023 Sep 12;13(1):15025. doi: 10.1038/s41598-023-42040-1.
9
Influence of Gamification and Cooperative Work in Peer, Mixed and Interdisciplinary Teams on Emotional Intelligence, Learning Strategies and Life Goals That Motivate University Students to Study.游戏化和同伴、混合和跨学科团队中的合作对情绪智力、学习策略和激励大学生学习的生活目标的影响。
Int J Environ Res Public Health. 2022 Dec 29;20(1):547. doi: 10.3390/ijerph20010547.
10
Rare Diseases in the Educational Field: Knowledge and Perceptions of Spanish Teachers.教育领域的罕见疾病:西班牙教师的知识和认知。
Int J Environ Res Public Health. 2022 May 16;19(10):6057. doi: 10.3390/ijerph19106057.

本文引用的文献

1
Predicting Adolescent Depression: The Interrelated Roles of Self-Esteem and Interpersonal Stressors.预测青少年抑郁症:自尊与人际压力源的相互关系
Front Psychol. 2019 Mar 15;10:565. doi: 10.3389/fpsyg.2019.00565. eCollection 2019.
2
Virtual reality exposure therapy for anxiety and related disorders: A meta-analysis of randomized controlled trials.虚拟现实暴露疗法治疗焦虑及相关障碍:一项随机对照试验的荟萃分析。
J Anxiety Disord. 2019 Jan;61:27-36. doi: 10.1016/j.janxdis.2018.08.003. Epub 2018 Aug 10.
3
Spontaneous Brain Activity Did Not Show the Effect of Violent Video Games on Aggression: A Resting-State fMRI Study.自发脑活动未显示暴力电子游戏对攻击性的影响:一项静息态功能磁共振成像研究
Front Psychol. 2018 Jan 12;8:2219. doi: 10.3389/fpsyg.2017.02219. eCollection 2017.
4
Internet addiction and sleep quality among Vietnamese youths.越南青少年的网络成瘾与睡眠质量。
Asian J Psychiatr. 2017 Aug;28:15-20. doi: 10.1016/j.ajp.2017.03.025. Epub 2017 Mar 18.
5
Promoting Positive Youth Development Through School-Based Social and Emotional Learning Interventions: A Meta-Analysis of Follow-Up Effects.通过基于学校的社会和情绪学习干预促进青少年积极发展:随访效果的元分析。
Child Dev. 2017 Jul;88(4):1156-1171. doi: 10.1111/cdev.12864.
6
Social-Emotional Competence: An Essential Factor for Promoting Positive Adjustment and Reducing Risk in School Children.社会情感能力:促进学童积极适应和降低风险的关键因素。
Child Dev. 2017 Mar;88(2):408-416. doi: 10.1111/cdev.12739. Epub 2017 Feb 18.
7
A study on the influence of internet addiction and online interpersonal influences on health-related quality of life in young Vietnamese.一项关于网络成瘾和在线人际影响对越南年轻人健康相关生活质量的影响的研究。
BMC Public Health. 2017 Jan 31;17(1):138. doi: 10.1186/s12889-016-3983-z.
8
Nonphysical effects of exergames on child and adolescent well-being: a comprehensive systematic review.体感游戏对儿童和青少年幸福感的非身体影响:一项全面的系统综述。
Scand J Caring Sci. 2017 Sep;31(3):449-461. doi: 10.1111/scs.12393. Epub 2016 Nov 16.
9
Estimating Whether Replacing Time in Active Outdoor Play and Sedentary Video Games With Active Video Games Influences Youth's Mental Health.评估用主动式电子游戏取代户外主动玩耍和久坐电子游戏的时间是否会影响青少年的心理健康。
J Adolesc Health. 2016 Nov;59(5):517-522. doi: 10.1016/j.jadohealth.2016.07.007. Epub 2016 Aug 25.
10
Pokémon Go and augmented virtual reality games: a cautionary commentary for parents and pediatricians.《宝可梦大探险》与增强虚拟现实游戏:给家长和儿科医生的警示性评论
Curr Opin Pediatr. 2016 Oct;28(5):673-7. doi: 10.1097/MOP.0000000000000409.