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Research Roundup: Game-based Learning and Social-Emotional Learning

Game-based learning and social-emotional learning are the perfect pair! As more and more research emerges on the benefits of both, it’s becoming increasingly clear that combining these two approaches can lead to incredible outcomes for learners of all ages. In this research roundup, we’re exploring the latest studies on the intersection of game-based learning and SEL, uncovering how educational games can help students develop crucial skills like self-awareness, empathy, and relationship-building. The following studies shed light on the innovative ways educators and researchers are leveraging games to create more engaging, effective, and emotionally intelligent learning experiences.

via Tenor

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EmoTIC: Impact of a game-based social-emotional programme on adolescents

This first study explores the effectiveness of emoTIC, a game-based social-emotional learning program designed for adolescents ages 11 to 15. Researchers wanted to find out if emoTIC could help improve well-being and self-esteem, affect balance, as well as reduce the emotional and behavioral challenges that many teens face.

The results? Adolescents who used emoTIC showed improvements in self-esteem and affect balance, along with decreased emotional symptoms, behavioral problems, and hyperactivity, compared to the control group who didn’t use the program.

But there’s an interesting caveat: the program’s impact on self-esteem was influenced by participants’ anxiety levels. Adolescents with low or medium anxiety saw the most benefit, while those with high anxiety didn’t experience the same improvements in self-esteem.

This study highlights the potential of using technology and video games to create engaging social-emotional learning experiences for adolescents. By tapping into the power of play, programs like emoTIC can help support teens’ personal, emotional, and social growth in a way that feels relevant and engaging to them.

Academic and Social-Emotional Learning in High School Esports

As you may have read in previous blog posts of ours, esports have experienced a surge in popularity among high school students across North America over the past decade! Recognizing the potential for fostering interest-driven learning, the authors of this study sought to examine the impact of participation in a high school esports league on students’ academic and social-emotional development, using national academic (NGSS) and social-emotional (CASEL) standards as a framework. Learn more about CASEL in the video below!

The study’s analysis revealed encouraging results, with students who participated in the esports league showing notable improvements in various academic subjects, including science, math, and English language arts. However, the most impressive findings were the significant gains in social-emotional learning. Participants demonstrated growth in self- and social-awareness, as well as regulatory skills. Researchers suggest that the competitive nature of esports provides teens with valuable opportunities for authentic mentorship in online behavior, which may contribute to the re-humanization of online gaming.

Interestingly, the study found that students from low-income schools seemed to benefit more from participating in the esports league compared to their peers from high-income schools. This finding aligns with previous research in game-based learning, which indicates that video games integrated into educational settings often yield the greatest gains for at-risk students. By tapping into students’ interests and providing opportunities for mentorship and skill development, esports programs may offer a novel and engaging approach to fostering learning and growth.

Enhancing Children’s Social Emotional Functioning Through Virtual Game-Based Delivery of Social Skills Training

When it comes to social skills training (SST) programs, innovative approaches are essential for supporting children’s social and emotional development. This study takes a closer look at the effectiveness of Zoo U, an engaging online game that aims to teach social-emotional learning strategies to elementary-age children through customized social problem-solving scenarios in a virtual environment.

To evaluate the impact of Zoo U, the researchers conducted a randomized controlled trial, assigning children to either a treatment group that participated in the game-based program or a wait-list control group. The study assessed participants’ social and behavioral adjustment using parent reports, as well as the children’s self-reported social self-efficacy, social satisfaction, and social skill literacy.

The results of the study are promising: children who participated in the Zoo U game-based SST program demonstrated enhanced social skills, particularly in the areas of impulse control, emotion regulation, and social initiation compared to the control group. Furthermore, the treatment group exhibited more adaptive social behavior and reported significant improvements in their social self-efficacy, social satisfaction, and social literacy following the intervention.

By providing an engaging and interactive platform for learning and practicing social skills, programs like Zoo U may offer a more appealing and effective alternative to traditional SST approaches. As we continue to explore innovative ways to support children’s social and emotional growth, studies like this one highlight the potential of game-based interventions in fostering positive outcomes!

Effectiveness of the videogame “Spock” for the improvement of the emotional intelligence on psychosocial adjustment in adolescents

In this quasi-experimental study, researchers set out to investigate the potential of the video game “Spock” as a tool for enhancing emotional intelligence and psychosocial adjustment among adolescents. The study involved 92 participants aged 17 to 18, who were assessed using a range of measures, including the Trait Emotional Intelligence Adolescent Short Form (TEIQue-ASF) and the Behaviour Assessment System for Children, Second Edition (BASC-2).

Researchers found that adolescents who participated in the “Spock” video game intervention demonstrated significant improvements in trait emotional intelligence, overall behavior, problem externalization, adaptive skills, and personal adjustment. Interestingly, post-test analysis revealed that the program’s effects were comparable for both male and female participants, suggesting that the benefits of the intervention were not gender-specific.

Based on these results, the authors conclude that the “Spock” video game shows promise as a valuable tool for interventions aimed at promoting emotional intelligence and psychosocial adjustment in adolescents. This study adds to the growing body of evidence supporting the use of video games and other interactive technologies in fostering positive social and emotional development.

Biofeedback-Based Videogames: Fostering Emotion Regulation at a Diverse Community Summer Camp

This study involves biofeedback-based video games and their potential to support emotion regulation skills in children from diverse backgrounds. The research focuses on Mightier, a heart rate biofeedback-based video game, and its implementation within a low-cost community summer camp setting. To investigate the effectiveness of Mightier, the researchers conducted a randomized controlled trial involving 72 children aged 7–12. Participants were assigned to either play Mightier for six weeks or continue with usual camp activities. All children engaged in biweekly social and emotional learning groups throughout the study period.

Children who played Mightier demonstrated significantly higher levels of adaptive emotion regulation and lower levels of emotional dysregulation, internalizing symptoms, and externalizing behaviors compared to the control group. Moreover, caregivers of the children in the intervention group reported experiencing less parenting-related stress after the intervention. In conclusion, games like Mightier may offer a valuable tool for supporting children’s mental health, particularly in settings where access to traditional mental health services may be limited.

There you have it! These studies demonstrate the immense potential of game-based learning in fostering SEL competencies across various age groups and backgrounds. By integrating technology and gamification into SEL interventions, we can create engaging, effective, and accessible learning experiences that promote personal, emotional, and social development.

As an educational game studio, we’re passionate about taking on projects that drive positive change. If you’re interested in creating a custom educational game that incorporates SEL elements, you’re in the right place. With years of experience in crafting educational learning experiences, we can work with you to design a game that meets your specific needs and goals. Contact us today to learn more about how we can collaborate to create a game that makes a difference in the lives of learners everywhere!

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