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Effects of a Digital Game-Based Course in Building Adolescents' Knowledge and Social-Emotional Competencies

Sun, April 24, 9:45 to 11:15am PDT (9:45 to 11:15am PDT), AERA Virtual Poster Rooms, AERA Virtual Poster Room 1

Abstract

This study aimed to investigate the efficacy of a digital game-based course in building domain knowledge and social-emotional competencies of empathy and compassion in 201 adolescents from India (n=89) and UAE (n=112). Participants took pre and post-assessments, and completed game-play, along with a supporting course based on Bury Me, My Love. Data analysis revealed significant increases in awareness of migration and refugees in both India (p<0.001) and UAE (p<0.001). Effects of gender were also seen wherein females in both countries showed increases in compassion from others (p<0.05). These results provide encouraging evidence for building knowledge and social-emotional competencies in adolescents through courses with learning outcomes that are centered around a digital game.

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