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Creating awareness on bullying and cyberbullying among young people: Validating the effectiveness and design of the serious game Conectado
Institution:1. Department of Economics, Trent University, Peterborough, Ontario K9L 0G2, Canada;2. Vinod Gupta School of Management, Indian Institute of Technology, Kharagpur, WB 721302, India;3. Sunway University Business School, Sunway University, Bandar Sunway, 47500 Selangor, Malaysia;1. University of Southern Queensland, West Street, Toowoomba, Qld, 4350, Australia;2. University of Calgary, 2500 University Drive NW, Calgary, Alberta, T2N 1N4, Canada
Abstract:Serious games have proven to be educational tools with numerous positive effects, capable of promoting learning, changing behavior, or improving training and skills development, among other effects. Serious games can also be applied to address and prevent social problems. This study describes the experiments and analyses we have carried out to test the effectiveness of Conectado, a serious game created to prevent bullying and cyberbullying in schools by increasing awareness of the problem in players. We have used the results from these experiments to answer different research questions regarding the game’s acceptance and effectiveness, validating several characteristics of the game design. We have also studied the influence of players’ characteristics on the effect of the game, as well as the relationship between the in-game behaviors of players and their degree of awareness. We have verified a positive effect of the game in terms of an increase of awareness regarding bullying and cyberbullying for all target users, and have provided further insight into how this increase is related to different players’ characteristics and behaviors.
Keywords:Serious games  Improving classroom teaching  Secundary education  Learning analytics  Bullying
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