The impact of a service-learning program based on social and emotional learning to prevent internet gaming addiction among adolescents

Francisco D. Fernández-Martín , Patricia Ayllón-Salas , Santiago Alonso-García , Francisco-Javier Hinojo-Lucena
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Abstract

In recent years, a substantial rise in the prevalence of internet gaming disorder has been observed, predominantly among adolescents. In this regard, social and emotional competencies have been shown to be protective factors against the development of internet gaming disorder. Nevertheless, research on social and emotional learning is limited regarding their impact on the prevention of internet gaming disorder. In light of the significance of integrating social and emotional learning into school instruction, this study utilized a service-learning approach to facilitate this integration. The objective was to estimate the impact of a service-learning program based on social and emotional learning on the levels of social and emotional competencies and the prevention of internet gaming disorder among Spanish adolescents. The study adopted a quasi-experimental design, with the sample divided into two groups: the intervention group (n = 54) and the control group (n = 54). The intervention group implemented a service-learning program on prevention measures against internet gaming addiction at their high school, receiving training in social and emotional competencies at the same time. The results indicate that the intervention group obtained a statistically significant improvement in social and emotional competencies and symptoms related to internet gaming disorder in comparison to the control group following the completion of the program. The obtained effect size indicates a large impact of the program. The present study proposes an innovative intervention that integrates service-learning and social and emotional learning to prevent video game addiction problems in high school students.
基于社交和情感学习的服务学习计划对预防青少年网络游戏成瘾的影响
近年来,人们观察到网络游戏障碍的患病率大幅上升,主要是在青少年中。在这方面,社交和情感能力已被证明是防止网络游戏障碍发展的保护因素。然而,关于社交和情感学习对预防网络游戏障碍的影响的研究是有限的。鉴于社会与情感学习融入学校教学的重要性,本研究采用服务学习的方法来促进这种整合。目的是评估一项基于社交和情感学习的服务学习计划对西班牙青少年社交和情感能力水平的影响,并预防网络游戏障碍。本研究采用准实验设计,将样本分为干预组(n = 54)和对照组(n = 54)两组。干预组在高中实施了一项预防网络游戏成瘾措施的服务学习计划,同时接受了社交和情感能力的培训。结果表明,与对照组相比,干预组在完成项目后,在社交和情感能力以及与网络游戏障碍相关的症状方面取得了统计学上显著的改善。得到的效应大小表明该程序的影响很大。本研究提出了一种结合服务学习和社会情感学习的创新干预方法来预防高中生电子游戏成瘾问题。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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