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Gamification and emotional intelligence: Development of a digital application for children

datacite.subject.fosEngenharia e Tecnologia
dc.contributor.authorNunes, Maria
dc.contributor.authorOliveira, Ângela
dc.contributor.authorFidalgo, Filipe
dc.date.accessioned2025-12-02T17:49:53Z
dc.date.available2025-12-02T17:49:53Z
dc.date.issued2025
dc.description.abstractIt 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 presentsthe 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 multimediaproduct. 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.eng
dc.description.sponsorshipThis work was funded by National Funds through the Foundation for Science and Technology (FCT), I.P., within the scope of the project UIDB/05583/2020 and DOI identifier https://doi.org/10.54499/UIDB/05583/2020. Furthermore, we would like to thank the Research Centre in Digital Services (CISeD) and the Instituto Politécnico de Viseu for their support.
dc.identifier.citationNUNES, M. ; OLIVEIRA, A. ; FIDALGO, F. (2025) - Gamification and emotional intelligence: Development of a digital application for children. Education Sciences, 15;4, p. 453. DOI: 10.3390/educsci15040453
dc.identifier.doi10.3390/educsci15040453
dc.identifier.urihttp://hdl.handle.net/10400.11/10381
dc.language.isoeng
dc.peerreviewedyes
dc.publisherMDPI
dc.rights.urihttp://creativecommons.org/licenses/by/4.0/
dc.subjectEmotional intelligence
dc.subjectGamification
dc.subjectChildren
dc.subjectDigital solution
dc.titleGamification and emotional intelligence: Development of a digital application for childreneng
dc.typeresearch article
dspace.entity.typePublication
oaire.citation.titleEducation Sciences
oaire.versionhttp://purl.org/coar/version/c_970fb48d4fbd8a85
person.familyNameMarques Oliveira
person.familyNameFidalgo
person.givenNameAngela Cristina
person.givenNameFilipe
person.identifier.ciencia-id471B-8360-6CF9
person.identifier.ciencia-idBC11-DFB7-A451
person.identifier.orcid0000-0003-0172-4679
person.identifier.orcid0000-0001-7326-9957
person.identifier.scopus-author-id55810696000
relation.isAuthorOfPublication743a5c35-45ff-4434-bd00-b2c14691ba19
relation.isAuthorOfPublication489eda06-3ade-4c15-a54e-fee91030518a
relation.isAuthorOfPublication.latestForDiscovery743a5c35-45ff-4434-bd00-b2c14691ba19

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