RT journal article T1 Digital games and emotional competences: a study using sensidex at school T2 Jogos digitais e competência emocional: um estudo com usando o sensidex na escola A1 Ramos, Daniela Karine A1 Anastacio, Bruna Santana A1 Brito, Claudia Regina de A1 Sarzi, Luana Zimmer A1 Silva, Guilmer Brito A1 Freitas, Raphael de Oliveira K1 Technology education K1 Emotional developmen K1 Cognition K1 Curriculum K1 Educação tecnológica K1 Desenvolvimento emocional K1 Cognição K1 Currículo K1 Educación tecnológica K1 Desarrollo emociona K1 Cognición K1 Currículo AB 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. PB Editorial UCA SN 2172-7910 YR 2026 FD 2026-01 LK http://hdl.handle.net/10498/39792 UL http://hdl.handle.net/10498/39792 LA eng DS Repositorio Institucional de la Universidad de Cádiz RD 07-nov-2026