The objective of this study was to analyse the relationship between emotional intelligence and social skills, and how these two variables influence bullying. In this study, 912 Spanish high school students, 471 boys and 441 girls aged 14–16 years, participated, who were administered the Spanish version of the Trait Meta Mood Scale 24, the “Bateria de socialización BAS-3” and the Peer Harassment Questionnaire. To analyse the results, a structural equation model was made. The results reflected a positive relationship between emotional intelligence and social skills (B = 0.44, p < 0.001), and a negative relationship with respect to bullying (B = −0.56, p < 0.001). In turn, social skills reflected a negative relationship with respect to bullying (B = −0.38, p < 0.001). These results reflect the need to implement educational programs focused on the development of emotional intelligence in the classroom, as a means to try to stop bullying behaviours in the classroom.
Escape rooms and breakout are learning strategies that can facilitate motivation of learning through challenges. In these strategies, students must work as a team and use their reasoning, knowledge, and skills to solve puzzles and challenges related to the content of the curriculum, allowing them to solve the game in a limited time. The aim of this study was to determine the effects of the implementation of an escape room on classroom flow, academic performance, school motivation, and prosocial and antisocial behaviours with higher students in a Special Education master’s degree course. The quantitative results show a significant improvement in classroom flow, academic performance, and classroom climate, and a better score in prosocial and antisocial behaviours. The qualitative findings provide a better understanding of these results, and support the conclusion that the use of escape rooms is fun and motivating for students, and facilitates their learning achievement.
According to the latest PISA report, the level of mathematical competence of Spanish students is far behind the rest of the OECD countries. One of the main reasons for this is the animosity that students feel towards this subject. Therefore, this study aims to analyze the processes of overcoming the vicissitudes of mathematical anxiety with respect to motivation, metacognitive strategies and academic performance. This study involved 1742 high school students with an average age of 14.87. To analyze the variables of the study, descriptive statistical analyses and a model of structural equations were carried out. The results revealed a negative correlation between resilience and anxiety. In turn, resilience was positively related to motivation and metacognitive strategies, while anxiety was negatively related to motivation and metacognitive strategies. Motivation was positively related to metacognitive strategies and academic performance; finally, metacognitive strategies were positively related to academic performance.
Childhood obesity and sedentary lifestyles are now gaining a foothold in the Western world. The aim of this research was to analyse the influence of physical education classes on a healthy diet (i.e., Mediterranean diet). To this end, psychological constructs derived from the theory of self-determination and the theory of planned behaviour were taken into account, such as the satisfaction and frustration of basic psychological needs, motivation in physical education classes, and social cognition and intention. A total of 3415 secondary school students (13–19 years) participated in this study. A structural equation model was proposed that would explain the relationships between the variables mentioned above and the adherence to a Mediterranean diet. The results provide adequate fit indexes for the proposed model. Based on the results of the study, it was concluded that a high satisfaction perceived in the physical education classes would help to reinforce the intention of having a healthy diet and therefore help to generate a perdurable commitment to this habit.
RESUMENLa gamificación y su aplicación a la educación es una tendencia cada vez más implantada en las aulas de todos los niveles educativos. Al mismo tiempo, la inclusión de todo el alumnado es una temática de relevancia en la literatura científica y que sigue siendo objeto de debate e investigación. Con este artículo se quiere poner de relieve el uso de la gamificación como un medio para fomentar la inclusión del alumnado en general, y del alumnado que presenta algún tipo de NEAE (Necesidades Específicas de Apoyo Educativo), en particular.Reconocemos en la inclusión educativa un modelo de actuación que apuesta por ofrecer una enseñanza de calidad a todo el alumnado y que identifica en la diversidad, un valor inherente y enriquecedor. La revisión ABSTRACT The use of gamification for the promotion of the inclusive educationGamification and its application to education is a growing trend in classrooms at all levels of education. At the same time, the inclusion of all students is an issue of relevance in scientific literature and continues to be the subject of debate and research. The aim of this article is to highlight the use of gamification as a means of promoting the inclusion of students in general, and of students with some type of SEND (Special Educational Needs and Disabilities), in particular. We recognise that educational inclusion is a model of action that is committed to offering quality education to all students, http://dx.
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