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Revista de Psicodidáctica (English Edition) The impact of a service-learning program based on social and emotional learning ...
Journal Information
Vol. 30. Issue 2.
(July - December 2025)
Vol. 30. Issue 2.
(July - December 2025)
Original
The impact of a service-learning program based on social and emotional learning to prevent internet gaming addiction among adolescents
El impacto de un programa de aprendizaje-servicio basado en el aprendizaje social y emocional para prevenir la adicción a los videojuegos en internet entre adolescentes
Francisco D. Fernández-Martína, Patricia Ayllón-Salasa,
Corresponding author
patriay@ugr.es

Corresponding author.
, Santiago Alonso-Garcíab, Francisco-Javier Hinojo-Lucenab
a Department of Developmental and Educational Psychology, University of Granada, Campus Universitario de Cartuja, s/n, 18071 Granada, Spain
b Department of Didactics and School Organization, University of Granada, Campus Universitario de Cartuja, s/n, 18071 Granada, Spain
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Tables (6)
Table 1. Psychometric properties of the Internet Gaming Disorder-20 test (Fuster et al., 2016)
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Table 2. Psychometric properties of the Social and Emotional Learning scale (Fernández et al., 2022)
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Table 3. Discriminant validity of measurement models
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Table 4. Descriptive statistics, intergroup and intragroup comparisons on social and emotional competencies, IGD, and number of hours of gaming per week
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Table 5. ANCOVA results for social and emotional competencies, IGD, and number of hours of gaming per week
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Table 6. Bonferroni post hoc results social and emotional competencies, IGD, and number of hours of gaming per week
Tables
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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.

Keywords:
social and emotional learning
service-learning
internet gaming disorder
secondary school students
quasi-experimental
Resumen

El aumento sustancial en la prevalencia del trastorno por juego en internet en adolescentes ha generado un incremento en las investigaciones que se han desarrollado para determinar sus factores protectores, entre los que destacan las competencias sociales y emocionales. Sin embargo, la investigación sobre la efectividad del aprendizaje social y emocional para prevenir el trastorno por juego en internet es limitada. Dada la importancia de integrar el aprendizaje social y emocional en la instrucción escolar, este estudio ha utilizado el aprendizaje-servicio para facilitar esta integración. El objetivo ha sido determinar el impacto de un programa de aprendizaje-servicio basado en el aprendizaje social y emocional sobre las competencias sociales y emocionales y la prevención del trastorno por juego en internet en adolescentes españoles. El estudio ha adoptado un diseño cuasiexperimental, con la muestra dividida en dos: el grupo de intervención (n = 54) y el grupo de control (n = 54). El grupo de intervención ha implementado un programa de aprendizaje-servicio sobre medidas de prevención de la adicción a los videojuegos en su centro educativo, recibiendo simultáneamente entrenamiento en competencias sociales y emocionales. Los resultados indican que el grupo de intervención ha mejorado sus competencias sociales y emocionales y síntomas relacionados con el trastorno por videojuegos en comparación con el grupo de control. El tamaño del efecto obtenido indica un gran impacto del programa. Este estudio propone una intervención innovadora que integra el aprendizaje-servicio y el aprendizaje social y emocional para prevenir los problemas de adicción a los videojuegos en adolescentes.

Palabras clave:
aprendizaje social y emocional
aprendizaje-servicio
trastorno por juego en internet
estudiantes de educación secundaria
cuasi-experimental

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