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Samper, Paula; Llorca, Anna; Malonda, Elisabeth; Mestre, M. Vicenta – International Journal of Behavioral Development, 2021
Research on young offenders has primarily focused on identifying predictors of the maladaptive, aggressive behavior; there is a scarcity of evidence on factors that relate to prosocial behavior in these adolescents. The current study examined the link from parenting, emotional instability, and prosocial reasoning to prosocial behavior, while also…
Descriptors: Prosocial Behavior, Delinquency, Adolescents, Empathy
Malhotra, Bani – Art Therapy: Journal of the American Art Therapy Association, 2019
There is a growing interest in understanding how individuals with autism spectrum disorder (ASD) experience empathy to explore their social-emotional and communication impairments. Although there has been considerable research into autism and cognitive empathy, research into emotional empathy is scarce, and there is less on the impact of teaching…
Descriptors: Art Therapy, Art Activities, Puppetry, Empathy
Carpio de los Pinos, Carmen; Soto, Antonio Gobea; Martín Conty, José Luis; Serrano, Rosa Conty – Journal of Experiential Education, 2020
Background: Summer camp is proposed as a context to enhance prosocial behavior. This context could be used to apply intervention programs, in addition to being a time of fun and conviviality. A camp-based intervention program to increase empathy was administered for adolescents at risk. Purpose: The aim of this study was to apply and evaluate a…
Descriptors: Summer Programs, Camps, Experiential Learning, Empathy
Hilliard, Lacey J.; Buckingham, Mary H.; Geldhof, G. John; Gansert, Patricia; Stack, Caroline; Gelgoot, Erin S.; Bers, Marina U.; Lerner, Richard M. – Applied Developmental Science, 2018
Video games have the potential to be contexts for moral learning. We investigated whether "Quandary," a video game designed to promote ethical thinking and moral considerations for decision-making, would help promote positive skills such as perspective taking and empathy in adolescents. We examined the effect of playing…
Descriptors: Perspective Taking, Decision Making, Educational Games, Video Games