The development of children has always been a focus of social concern, and children's emotional problems have become increasingly prominent in today's society. This article introduces a serious game called "EomPals", which serves as a tool for children's emotional education. The aim is to experimentally evaluate whether the "EomPals" serious game has improved children's emotional intelligence by measuring the emotional intelligence of children aged 8 to 9. The research subjects were a group of 112 s-grade students aged 8–9. To assess the impact of the program, t-test analysis was conducted on the experimental group and the control group in the pre-test and post-test stages. The post-test intervention experimental analysis results confirmed a significant difference between the two groups, as the total scores and sub-item scores of the participants in the experimental group were significantly higher than those of the participants in the control group. In addition, compared with the pre-test, the sub-item scores of the experimental group in the post-test increased to a certain extent. At the same time, the usage effect of the AI role-playing part was recorded and evaluated through interviews, and good feedback was obtained. Therefore, this study shows that "EomPals" serious game can be regarded as an effective emotional education tool, emphasizing the importance of implementing games aimed at improving emotional intelligence and emotional skills throughout childhood.

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AI Role-Playing Assisted Children's Emotional Education: Serious Game “Emopals”

  • Yuxuan Yang,
  • Yongyan Guo

摘要

The development of children has always been a focus of social concern, and children's emotional problems have become increasingly prominent in today's society. This article introduces a serious game called "EomPals", which serves as a tool for children's emotional education. The aim is to experimentally evaluate whether the "EomPals" serious game has improved children's emotional intelligence by measuring the emotional intelligence of children aged 8 to 9. The research subjects were a group of 112 s-grade students aged 8–9. To assess the impact of the program, t-test analysis was conducted on the experimental group and the control group in the pre-test and post-test stages. The post-test intervention experimental analysis results confirmed a significant difference between the two groups, as the total scores and sub-item scores of the participants in the experimental group were significantly higher than those of the participants in the control group. In addition, compared with the pre-test, the sub-item scores of the experimental group in the post-test increased to a certain extent. At the same time, the usage effect of the AI role-playing part was recorded and evaluated through interviews, and good feedback was obtained. Therefore, this study shows that "EomPals" serious game can be regarded as an effective emotional education tool, emphasizing the importance of implementing games aimed at improving emotional intelligence and emotional skills throughout childhood.