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LINA: an augmented reality social game enhancing sense of belonging among classmates: an uncontrolled pre-post evaluation study

datacite.subject.sdg04:Educação de Qualidade
datacite.subject.sdg03:Saúde de Qualidade
datacite.subject.sdg10:Reduzir as Desigualdades
dc.contributor.authorKrammer, Ina
dc.contributor.authorMittmann, Gloria
dc.contributor.authorNater, Urs M.
dc.contributor.authorBarnard, Adam
dc.contributor.authorMartins, Diogo
dc.contributor.authorDias, João
dc.contributor.authorSchrank, Beate
dc.contributor.authorWoodcock, Kate A.
dc.date.accessioned2026-03-04T10:51:14Z
dc.date.available2026-03-04T10:51:14Z
dc.date.issued2026-01-06
dc.description.abstractSupportive peer relationships are fundamental in the development of well-being. Since early adolescents spend a lot of time at school, especially in their classroom, a sense of belonging among classmates plays a pivotal role for mental health and academic functioning. Programs that enhance sense of belonging among classmates through improving peer relationships in classrooms are rare. Given that early adolescents increasingly use digital media to establish and maintain relationships with classmates, there is potential in digital social games that enhance social connectivity and collaboration, especially during the difficult transition from primary to secondary school. LINA ('Lina Is Not Alone') is a novel social augmented reality game for classrooms that is designed to enhance sense of belonging among classmates through improving their relationships with classmates. We conducted an uncontrolled pre-post evaluation study to evaluate (a) player experience, (b) translation of the theory-led LINA design into user experience and (c) increases in sense of belonging after engagement with LINA. In total, data from 99 participants (Mage = 10.94; range = 10-12; 51 girls, 48 boys) were included in this study. Our results provided evidence for (a) high satisfaction and acceptability of LINA, (b) a successful translation of theory-led design features into user experiences, and (c) increases in sense of belonging. We discuss practical implications and future development of LINA.eng
dc.identifier.doi10.1007/s12310-025-09846-y
dc.identifier.issn1866-2625
dc.identifier.issn1866-2633
dc.identifier.urihttp://hdl.handle.net/10400.1/28317
dc.language.isoeng
dc.peerreviewedyes
dc.publisherSpringer Science and Business Media LLC
dc.relation.ispartofSchool Mental Health
dc.rights.urihttp://creativecommons.org/licenses/by/4.0/
dc.subjectAugmented reality
dc.subjectDigital intervention
dc.subjectFeasibility study
dc.subjectPeer relationships
dc.subjectSense of belonging
dc.titleLINA: an augmented reality social game enhancing sense of belonging among classmates: an uncontrolled pre-post evaluation studyeng
dc.typejournal article
dspace.entity.typePublication
oaire.citation.titleSchool Mental Health
oaire.versionhttp://purl.org/coar/version/c_970fb48d4fbd8a85
person.familyNameDias
person.givenNameJoão
person.identifier.ciencia-id541C-36A9-F1A0
person.identifier.orcid0000-0002-1653-1821
relation.isAuthorOfPublication66c729e3-99f2-4ddc-8da4-7c66e590800b
relation.isAuthorOfPublication.latestForDiscovery66c729e3-99f2-4ddc-8da4-7c66e590800b

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