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None - Study is to Determine Safety in Healthy ParticipantsSEL4@llNCT07093645

Serious Game-Based School Intervention to Enhance Socio-Emotional Competence and Well-Being in European Adolescents

A study testing SEL4@ll in people with None - Study is to Determine Safety in Healthy Participants, run by University of Valencia at 1 site in Spain.

Active, not recruiting

Under way, not looking for participants. Everyone needed has enrolled. The study is still running.

Official record
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Trial summary

The goal of this study is to evaluate whether a digital, game-based social-emotional education intervention (SEL4@ll) can improve socio-emotional competencies, well-being, and inclusion in primary and secondary school students aged 10-16 across four European countries. Read more about this study

Who is it for?
Ages 10 to 16 yearsHealthy volunteers can take part
What is being tested?
SEL4@ll
Type of treatment
Medical device
Could I receive a placebo?
No, everyone receives an active treatment
How many people
500 participants
Where
1 siteSpain
Study dates
1 Jan 2026to 31 Jul 2026
Phase
Interventional
Are there results?
Not yet: the study is under way

Key requirements

Who can take part, as listed by the sponsor. Only the study team can confirm whether you are eligible, so take this list to your doctor.

  • Ages 10 to 16 years
  • All sexes
  • Healthy volunteers accepted
  • Child

Who may be able to join

  • Participants must meet all of the following criteria to be included in the study:
  • Be within the target age range (typically 10-16 years old, corresponding to 5th-6th grade of primary or 1st-4th year of secondary education).
  • Have written informed consent provided by a parent or legal guardian.
  • Complete all three measurement points (pre-test, post-test, and follow-up assessments).
  • Attend school regularly (i.e., not chronically absent).

Who cannot join

  • Participants will be excluded from the study if they:
  • Do not obtain parental/legal guardian consent.
  • Have significant cognitive, developmental, or language impairments that prevent them from understanding or completing the intervention or assessment tools.
  • Are absent for a prolonged period during the implementation phase (e.g., due to illness, transfer, or other reasons).
  • Participate in another intervention targeting similar outcomes during the study period, which may confound results.

Trial locations and contacts

1 site in 1 country.

Spain1 site
  • University of Valencia

    Valencia, Valencia

Other trials in Spain

About this study

Official title: Promoting Well-being Among European Adolescents - an Inclusive and Digital Program to Strengthen Social-emotional Competences (SEL4@ll)

The goal of this study is to evaluate whether a digital, game-based social-emotional education intervention (SEL4@ll) can improve socio-emotional competencies, well-being, and inclusion in primary and secondary school students aged 10-16 across four European countries. The main questions it aims to answer are:

  • Does participating in the SEL4@ll serious game increase students' socio-emotional competencies, such as self-awareness, empathy, and decision-making?
  • Does the program enhance students' sense of well-being and social inclusion within the classroom environment?
Read more

Researchers will compare outcomes between students who participate in the SEL4@ll intervention and those in the control group who follow standard curricular activities to see if the game-based program leads to significant improvements.

Participants will:

  • Play a serious game focused on five themed "portals" that develop emotional intelligence, leadership, gratitude, resilience, and justice.
  • Complete questionnaires at three different time points (pre-, post-, and follow-up) to assess changes in competencies.
  • Take part in focus groups (students) and provide implementation feedback (teachers).
  • Engage in teacher-led activities and worksheets designed to support reflection and integration of SEL4@ll content.
Read the detailed description

SEL4@ll is an EU-funded, cross-national intervention designed to promote social-emotional learning (SEL) among primary and secondary school children using a serious game supported by pedagogical resources. The intervention aligns with the Collaborative for Academic, Social, and Emotional Learning (CASEL) framework and draws on evidence-based models of SEL, life skills development, character education, and positive youth development.

The serious game is the centerpiece of the intervention and is structured around five narrative "gates or portals," each of which targets three interrelated competencies:

Gate of Self: sense of meaning, resilience, leadership

Gate of Emotion: emotional intelligence, empathy, compassion

Gate of People: communication, gratitude, positive influence

Gate of Knowledge: motivation, growth mindset, critical thinking

Final Mission: equality, responsibility, justice

The game presents students as protagonists navigating magical environments to overcome a symbolic "dark force" by mastering SEL competencies, represented as branches of a "skill tree." The game is hosted online, accessible through a browser, and available in English, Spanish, Italian, German, and Finnish.

To facilitate educational integration, SEL4@ll provides a digital teacher handbook and didactic materials-including lesson plans and reflection worksheets-that help structure learning around the game content. Teachers play a vital role by guiding discussions and activities before and after gameplay.

The evaluation strategy includes both quantitative and qualitative components and follows a co-creation approach:

A three-wave design assesses students' development over time (pre-test, post-test, and delayed follow-up).

Quantitative measures include validated self-report questionnaires focused on SEL competencies, well-being, and perceived social inclusion.

Qualitative data are gathered through student focus groups and teacher interviews to explore experiences, perceptions, and implementation barriers.

Feedback from critical friends and stakeholders is used to iteratively refine the program materials and processes.

This study is conducted simultaneously in Germany, Spain, Italy, and Finland, allowing for a robust cross-cultural analysis of the intervention's effectiveness. Data will be analyzed both within and across countries to identify universal impacts and culturally specific outcomes, thereby informing future adaptation and scalability of the SEL4@ll model in broader European educational contexts.

This study is part of the Erasmus+ project "Promoting well-being among European adolescents: An inclusive and digital programme to strengthen socio-emotional competencies - SEL4@ll" and aims to contribute to evidence-based innovation in the transition form primary to secondary education by leveraging digital tools and inclusive pedagogy.

Being tested
SEL4@ll
Keywords
socioemotional competences, inclusion, adolescence, well-being, school well-being, student burnout
Medical subject headings
Burnout, Psychological

What participants receive

What participants receive. In a randomised study each person is assigned to one group by chance.

  • SEL4@llDevice

    SEL4@ll is a school-based digital intervention targeting students aged 10-16 (Primary and Secondary Education). It combines: (1) a serious game with five missions promoting SEL skills (1/week), playable online at home or school; (2) a digital teacher handbook with classroom activities used 1-2 times per week; and (3) online surveys to assess impact. The program lasts 8 weeks: 2 weeks for pre/post assessments and 6 weeks of gameplay and classroom sessions. Surveys are administered online (3 waves), and optional focus groups are conducted with a subsample of students. Teachers complete an online evaluation after implementation.

Study groups in NCT07093645
Study groupRoleWhat they receive
Playing serious game and using didactic material at schoolExperimentalThe experimental group will play the game and complete pre- and post-game evaluations, as well as a follow-up impact assessment. This will help assess the game's effectiveness in improving socio-emotional competencies and overall well-being.
Receives: Device: SEL4@ll
Only assessment with serious games as the rewardNo interventionThe control group will undergo the same evaluations as the experimental group, but will not play the game. They will receive the game as a reward after completing the assessments, allowing for a comparison of results between the two groups.

What is being measured

The primary outcome is the main question the study is designed to answer.

  1. Social Skills Improvement System Social and Emotional Learning Brief Scales (Anthony et al., 2020)

    The SSIS SEL Brief Scales is a 20-item questionnaire developed to assess social and emotional learning (SEL) competencies in children and adolescents. The items are organized into five domains that align with the core SEL areas defined by the CASEL framework (2020): self-awareness, self-management, social awareness, relationship skills, and responsible decision-making. Each item is rated on a 4-point Likert scale, from 1 (Not True) to 4 (Very True), resulting in a total score ranging from 20 (minimum) to 80 (maximum). Higher scores reflect stronger perceived social and emotional competencies.

    Measured: Three measurement points: T1 (one week before intervention "baseline"), T2 (after intervention, eight weeks after T1) and T3 (follow-up, three months after T1).

Secondary outcomes (2)
  1. Questionnaire about student well-being (Hascher et al., 2018)

    The questionnaire consists of 19 items rated on a 6-point Likert scale ranging from 1 (Never) to 6 (Very Often), and is designed to assess six dimensions of student well-being: positive attitudes toward school, enjoyment in school, worries in school, physical complaints in school, social problems in school, and positive academic self-concept. Each dimension is measured with three items, resulting in a minimum score of 3 and a maximum score of 18 per scale.

    Three of the dimensions-positive attitudes toward school, enjoyment in school, and positive academic self-concept-are positive indicators, where higher scores reflect higher levels of well-being. The other three dimensions-worries in school, physical complaints in school, and social problems in school-are negative indicators, where higher scores indicate lower levels of well-being.

    Measured: Three measurement points: T1 (one week before intervention "baseline"), T2 (after intervention, eight weeks after T1) and T3 (follow-up, three months after T1).

  2. Perception of Inclusion Questionnaire (Venetz et al., 2015)

    The questionnaire consists of 12 items rated on a 4-point Likert scale, ranging from 1 (Not at all true) to 4 (Certainly true). It measures three key aspects of students' social inclusion at school: emotional self-inclusion (feeling accepted and valued), social inclusion (feeling part of the peer group), and academic self-concept (perception of one's own academic competence). Each dimension is assessed through four items, resulting in a minimum score of 4 and a maximum score of 16 per subscale, and a total score ranging from 12 (minimum) to 48 (maximum).

    Higher scores reflect greater levels of perceived inclusion, indicating that the student feels more emotionally connected, socially integrated, and academically competent within the school environment.

    Measured: Three measurement points: T1 (one week before intervention "baseline"), T2 (after intervention, eight weeks after T1) and T3 (follow-up, three months after T1).

Timeline

From the start of the study to its completion; the mark is today. Estimated dates are the sponsor’s plan.

  1. First posted30 Jul 2025
  2. Study start1 Jan 2026
  3. Primary completion30 May 2026 (estimated)
  4. Study completion31 Jul 2026 (estimated)

Resources

More details

For doctors and researchers: how the study is designed, who runs it, and its registry IDs.

Study design
Study type
Interventional
Phase
Phase N/A
Primary purpose
Prevention
Allocation
Non-randomised
Intervention model
Parallel groups
Model description
There are two groups: one experimental and one control. The experimental group will play the game and undergo pre- and post-game evaluations, as well as an impact evaluation some time after playing. The control group will undergo the same evaluations and will be offered the game as a reward.
Masking
Single blind
Who is masked
Participant
Enrolment
500 participants (estimated)
IDs, dates and publications
ClinicalTrials.gov ID
NCT07093645
Sponsor's protocol ID
2024-PSILOG-3715935
Other IDs
KA220-MV-22-36-89514
Acronym
SEL4@ll
Status last verified
Jul 2025
First submitted
16 May 2025
Last updated
19 May 2026
Results posted
No
Data monitoring committee
Yes
FDA-regulated drug
No
FDA-regulated device
No
Individual data sharing
No

Publications

  • Schoeps K, Postigo-Zegarra S, Signorelli A, Morganti A, Lozano-Quilis JA, Hoferichter F. SEL4@ll program for social and emotional development among European adolescents: a study protocol for a randomized controlled trial. BMC Psychol. 2025 Nov 28;13(1):1318. doi: 10.1186/s40359-025-03678-w.

    PubMed 41316371

Questions about this trial

What is this clinical trial studying?

A study testing SEL4@ll in people with None - Study is to Determine Safety in Healthy Participants, run by University of Valencia at 1 site in Spain.

The full registered description is in the About this study section and the official record.

Who may be eligible to take part?

The sponsor lists 5 inclusion and 5 exclusion criteria. Eligibility is decided by the study team after screening, so read the full criteria and contact a listed site.

Is this clinical trial currently recruiting?

The record says: under way, not looking for participants, as of the sponsor's last update on 19 May 2026. Status can change between updates, so confirm with the study contact before making plans.

Where is the study taking place?

The record lists 1 site in Spain. Whether a site is taking part right now should be confirmed with that site. See every site.

What are the possible benefits and risks?

They depend on the study and the treatment, and no study can promise a benefit. The study team explains the known risks during informed consent, before anyone joins; the record itself does not list them.

Are results available for this study?

This study is still under way. Results are not available in the source record yet.

How can a doctor refer a patient or contact the research team?

The record lists no contact. The official record names the sponsor, who can be asked directly. AzTrials does not enrol participants or take referrals.

What does the primary outcome measure?

Social Skills Improvement System Social and Emotional Learning Brief Scales (Anthony et al., 2020) (time frame: Three measurement points: T1 (one week before intervention "baseline"), T2 (after intervention, eight weeks after T1) and T3 (follow-up, three months after T1).). It is what the study was designed to measure, not a finding.

Where can I read the original study information?

On the ClinicalTrials.gov record for NCT07093645, which also lists 1 linked publication.

Does a listing mean the treatment is approved or proven to work?

No. A listing means the study is registered. It does not show that the treatment is safe, works, or is approved by a regulator.

How often is this information updated?

AzTrials copies changed records from ClinicalTrials.gov every night and reloads the whole registry every week. The sponsor last updated this record on 19 May 2026.

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