Playing to learn about emotions: contributions of the Sensidex digital game to emotional competence
Abstract
Introduction: The study addresses an educational intervention with the digital game Sensidex, aimed at the development of emotional skills of basic education students. Objective: to analyze the contributions of Sensidex to the mobilization of emotional competence in children in basic education, exploring their perception of the learning of emotions from the interaction with the game. Methodology or Steps: Field study with a qualitative approach that was based on the application of Sensidex in classes of 3rd and 4th year of Basic Education. After application, 88 students answered a questionnaire. Results: The results indicated that the game favored reflection on everyday situations involving emotions, promoting greater openness to dialogue and recognition of one's own emotions and those of colleagues. The potential of the game to stimulate empathy, self-control and conscious decision-making was also verified.
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