Digital games and emotional competences: a study using sensidex at school
Abstract
Emotional competences are a set of knowledge, skills, and attitudes that are fundamental to understanding, expressing, and adequately regulating emotions. This study investigates the use of the digital game Sensidex in an intervention to mobilize emotional competences at school. The objective was to evaluate the impact of the intervention with the game on the mobilization and promotion of emotional competences. The pre-experimental research involved 447 students aged 6 to 13, from 9 schools of Brazil. The methodology included pre-test and post-test, observations, and content analysis. The results indicate significant improvements in the identification and understanding of emotions, in addition to the strengthening of emotional regulation and moral behavior. A high level of engagement among the participants and a positive perception of the game were observed. The results of this study reinforce that digital games can be integrated into the curriculum and used in interventions for the development of emotional competence in the school context.
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Copyright (c) 2026 Daniela Karine Ramos, Bruna Santana Anastacio, Claudia Regina de Brito, Luana Zimmer Sarzi, Guilmer Brito Silva, Raphael de Oliveira Freitas

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