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Enhancing students' emotional skills with virtual reality games: a study plan for Hong Kong primary school

Development and evaluation of a virtual reality game-based intervention for enhancing emotional intelligence in Hong Kong primary school: study protocol

Status
Active, not recruiting
Phases
Unknown
Study type
Interventional
Source
ISRCTN
Registry ID
ISRCTN79624612
Enrollment
691
Registered
2025-11-19
Start date
2026-06-01
Completion date
Unknown
Last updated
2025-12-01

For informational purposes only — not medical advice. Sourced from public registries and may not reflect the latest updates. Terms

Conditions

Emotional intelligence, academic emotions Other

Interventions

Intervention Group: Prior to intervention, participants will complete baseline assessment of their emotional intelligence using the Mayer-Caruso-Salovey Emotional Intelligence Test (MSCEIT) test. The

Sponsors

The Education University of Hong Kong
Lead Sponsor

Eligibility

Sex/Gender
All
Age
6 Years to 12 Years

Inclusion criteria

Inclusion criteria: 1. Primary school students aged 6-12 years 2. Enrolled in public primary schools within Hong Kong with middle socioeconomic backgrounds to control for potential confounding effects of family income and educational resources 3. No neurodevelopmental disorders (e.g., autism, ADHD) or severe physical/visual conditions that would prevent normal participation in VR activities 4. Both parents and students provide informed consent, in accordance with local ethical guidelines

Exclusion criteria

Exclusion criteria: Does not meet inclusion criteria

Design outcomes

Primary

MeasureTime frame
1. Emotional intelligence is measured using Mayer-Caruso-Salovey Emotional Intelligence Test (MSCEIT) test at baseline, immediately post-intervention, at the 3-month follow-up, and at the 6-month follow-up 2. Academic Emotions is measured using the Achievement Emotions Questionnaire-Elementary School (AEQ-ES) at baseline, immediately post-intervention, at the 3-month follow-up, and at the 6-month follow-up 3. Social Competence is measured using the Social Competence and Behavior Evaluation Short Form (SCBE-30) at baseline, immediately post-intervention, at the 3-month follow-up, and at the 6-month follow-up

Secondary

MeasureTime frame
In-Game Performance is measured through back-end data capturing the behavioral measures of emotional intelligence, including emotion recognition accuracy, response time to emotional stimuli, and decision patterns in emotionally challenging scenarios after the intervention at baseline, immediately post-intervention, at the 3-month follow-up, and at the 6-month follow-up

Countries

Hong Kong

Contacts

Public ContactSiu Sze;Jeslyn Yeung;Chan

;

siusze@eduhk.hk;jpkchan@eduhk.hk+852 2948 8283;+852 2948 8813

Outcome results

None listed

Source: ISRCTN (via WHO ICTRP) · Data processed: Feb 4, 2026