Abstract
Supportive 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.
| Original language | English |
|---|---|
| Number of pages | 13 |
| Journal | School Mental Health |
| Early online date | 6 Jan 2026 |
| DOIs | |
| Publication status | E-pub ahead of print - 6 Jan 2026 |
Bibliographical note
Publisher Copyright: © The Author(s) 2025.Keywords
- Augmented reality
- Digital intervention
- Feasibility study
- Peer relationships
- Sense of belonging
ASJC Scopus subject areas
- Education
- Developmental and Educational Psychology