Introduction: In today’s digital world, technology plays a prominent role in children's lives and has created new opportunities for learning. Digital games, as engaging and interactive tools, not only enhance cognitive abilities but also influence psychological and ethical skills. This study aims to examine the impact of teaching ethical concepts through digital games on psychological constructs (self-esteem and social self-efficacy). Methods: This semi-experimental study was conducted with a pre-test, post-test, and follow-up design along with a control group. The statistical population included all fifth-grade female elementary students in Isfahan, from which 40 were randomly selected and divided into experimental and control groups. The experimental group received nine sessions of digital games containing ethical concepts. The research instruments included Rosenberg’s Self-Esteem Questionnaire (1965), Borba’s Moral Intelligence Scale (2010), and Wheeler and Ladd’s Social Self-Efficacy Questionnaire (2007). Data were analyzed using repeated measures ANOVA and multivariate analysis of covariance. Results: The results showed that teaching ethical concepts through digital games had a significant impact on increasing self-esteem (p < 0.05), with this effect persisting in both the short and long term. For social self-efficacy, no significant change was observed (p > 0.05), although performance levels remained stable in the long term. Among the moral virtues, only self-control showed a significant improvement (p = 0.002), while other virtues did not show notable changes. Conclusions: Integrating digital games into education can aid in learning ethical concepts and strengthening psychological constructs, serving as an innovative platform for enhancing self-esteem and teaching certain moral virtues. More precise content design, attention to social interaction, and the development of educational games can increase their effectiveness in formal learning environments.
Latifi D, Gorji Y, Taghipour F. Development of children's psychological constructs through teaching moral concepts via digital games.. Educ Strategy Med Sci 2026; 18 (6) :17-27 URL: http://edcbmj.ir/article-1-3340-en.html