Please use this identifier to cite or link to this item:
https://hdl.handle.net/20.500.14279/23876
DC Field | Value | Language |
---|---|---|
dc.contributor.author | Nicolaidou, Iolie | - |
dc.contributor.author | Tozzi, Federica | - |
dc.contributor.author | Antoniades, Athos | - |
dc.date.accessioned | 2022-02-04T05:32:56Z | - |
dc.date.available | 2022-02-04T05:32:56Z | - |
dc.date.issued | 2022-03 | - |
dc.identifier.citation | International Journal of Child-Computer Interaction, 2022, vol. 31, articl. no. 100449 | en_US |
dc.identifier.issn | 22128689 | - |
dc.identifier.uri | https://hdl.handle.net/20.500.14279/23876 | - |
dc.description.abstract | Anger is a common reason for child mental-health referrals. Therefore, children need to develop emotion recognition and anger management skills from an early age. Gamified apps can deliver mental health interventions for children, but this research area is still in its infancy. A gamified, interactive storytelling mobile app, which was designed as a stress prevention intervention for young children was tested by 20 preprimary school children (4–6 years old) during a science festival. The study aimed to examine children's understanding of three anger management techniques demonstrated through the app. The main data source of the study consisted of 20 individual audiotaped semi-structured children interviews. Interviews were transcribed verbatim and analyzed using a qualitative data analysis software. Findings showed that the story is comprehensible by preschool children. Eleven out of 20 children could recall at least one anger management technique but only seven (7/20) could identify or demonstrate a technique that can be applied in a stressful situation in real life. There is a need to embed additional scaffolding, prompts, or motivational rewards for children to engage with more than one anger management technique and to avoid misconceptions. Gamified apps can potentially be effective behavioral intervention technologies to deliver emotional education to young children affordably, accessibly, and engagingly. | en_US |
dc.format | en_US | |
dc.language.iso | en | en_US |
dc.relation.ispartof | International Journal of Child-Computer Interaction | en_US |
dc.rights | © Elsevier | en_US |
dc.rights.uri | http://creativecommons.org/licenses/by-nc-nd/4.0/ | * |
dc.subject | Emotion education | en_US |
dc.subject | Behavioral intervention technologies | en_US |
dc.subject | Preschool education | en_US |
dc.subject | Stress prevention intervention | en_US |
dc.subject | Anger management | en_US |
dc.subject | Gamified apps | en_US |
dc.title | A gamified app on emotion recognition and anger management for pre-school children | en_US |
dc.type | Article | en_US |
dc.collaboration | Cyprus University of Technology | en_US |
dc.collaboration | STREMBLE Ventures Ltd | en_US |
dc.subject.category | Educational Sciences | en_US |
dc.journals | Subscription | en_US |
dc.country | Cyprus | en_US |
dc.subject.field | Social Sciences | en_US |
dc.publication | Peer Reviewed | en_US |
dc.identifier.doi | 10.1016/j.ijcci.2021.100449 | en_US |
dc.identifier.scopus | 2-s2.0-85122510988 | - |
dc.identifier.url | https://api.elsevier.com/content/abstract/scopus_id/85122510988 | - |
dc.relation.volume | 31 | en_US |
cut.common.academicyear | 2021-2022 | en_US |
item.fulltext | No Fulltext | - |
item.openairecristype | http://purl.org/coar/resource_type/c_6501 | - |
item.openairetype | article | - |
item.grantfulltext | none | - |
item.languageiso639-1 | en | - |
item.cerifentitytype | Publications | - |
crisitem.journal.journalissn | 2212-8689 | - |
crisitem.journal.publisher | Elsevier | - |
crisitem.author.dept | Department of Communication and Internet Studies | - |
crisitem.author.faculty | Faculty of Communication and Media Studies | - |
crisitem.author.orcid | 0000-0002-8267-0328 | - |
crisitem.author.parentorg | Faculty of Communication and Media Studies | - |
Appears in Collections: | Άρθρα/Articles |
CORE Recommender
SCOPUSTM
Citations
7
checked on Mar 14, 2024
Page view(s)
301
Last Week
7
7
Last month
3
3
checked on Feb 16, 2025
Google ScholarTM
Check
Altmetric
This item is licensed under a Creative Commons License