Please use this identifier to cite or link to this item: https://hdl.handle.net/20.500.14279/23876
DC FieldValueLanguage
dc.contributor.authorNicolaidou, Iolie-
dc.contributor.authorTozzi, Federica-
dc.contributor.authorAntoniades, Athos-
dc.date.accessioned2022-02-04T05:32:56Z-
dc.date.available2022-02-04T05:32:56Z-
dc.date.issued2022-03-
dc.identifier.citationInternational Journal of Child-Computer Interaction, 2022, vol. 31, articl. no. 100449en_US
dc.identifier.issn22128689-
dc.identifier.urihttps://hdl.handle.net/20.500.14279/23876-
dc.description.abstractAnger 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.formatpdfen_US
dc.language.isoenen_US
dc.relation.ispartofInternational Journal of Child-Computer Interactionen_US
dc.rights© Elsevieren_US
dc.rights.urihttp://creativecommons.org/licenses/by-nc-nd/4.0/*
dc.subjectEmotion educationen_US
dc.subjectBehavioral intervention technologiesen_US
dc.subjectPreschool educationen_US
dc.subjectStress prevention interventionen_US
dc.subjectAnger managementen_US
dc.subjectGamified appsen_US
dc.titleA gamified app on emotion recognition and anger management for pre-school childrenen_US
dc.typeArticleen_US
dc.collaborationCyprus University of Technologyen_US
dc.collaborationSTREMBLE Ventures Ltden_US
dc.subject.categoryEducational Sciencesen_US
dc.journalsSubscriptionen_US
dc.countryCyprusen_US
dc.subject.fieldSocial Sciencesen_US
dc.publicationPeer Revieweden_US
dc.identifier.doi10.1016/j.ijcci.2021.100449en_US
dc.identifier.scopus2-s2.0-85122510988-
dc.identifier.urlhttps://api.elsevier.com/content/abstract/scopus_id/85122510988-
dc.relation.volume31en_US
cut.common.academicyear2021-2022en_US
item.openairecristypehttp://purl.org/coar/resource_type/c_6501-
item.grantfulltextnone-
item.cerifentitytypePublications-
item.fulltextNo Fulltext-
item.languageiso639-1en-
item.openairetypearticle-
crisitem.author.deptDepartment of Communication and Internet Studies-
crisitem.author.facultyFaculty of Communication and Media Studies-
crisitem.author.orcid0000-0002-8267-0328-
crisitem.author.parentorgFaculty of Communication and Media Studies-
crisitem.journal.journalissn2212-8689-
crisitem.journal.publisherElsevier-
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