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Autor/inn/en | Calvo-Morata, Antonio; Rotaru, Dan Cristian; Alonso-Fernandez, Cristina; Freire-Moran, Manuel; Martinez-Ortiz, Ivan; Fernandez-Manjon, Baltasar |
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Titel | Validation of a Cyberbullying Serious Game Using Game Analytics |
Quelle | In: IEEE Transactions on Learning Technologies, 13 (2020) 1, S.186-197 (12 Seiten)Infoseite zur Zeitschrift
PDF als Volltext |
Zusatzinformation | ORCID (Calvo-Morata, Antonio) ORCID (Alonso-Fernandez, Cristina) ORCID (Martinez-Ortiz, Ivan) ORCID (Fernandez-Manjon, Baltasar) |
Sprache | englisch |
Dokumenttyp | gedruckt; online; Zeitschriftenaufsatz |
ISSN | 1939-1382 |
DOI | 10.1109/TLT.2018.2879354 |
Schlagwörter | Educational Games; Bullying; Computer Mediated Communication; Learning Analytics; Video Games; Empathy; Game Based Learning; Emotional Response; Victims; Consciousness Raising; High School Students; Adolescents; Role Playing; Foreign Countries; Student Attitudes; Program Effectiveness; Age Differences; Gender Differences; Validity; Spain (Madrid) Educational game; Lernspiel; Mobbing; Computerkonferenz; Video game; Videospiel; Videospiele; Empathie; Emotionales Verhalten; Victim; Opfer; Bewusstseinsbildung; High school; High schools; Student; Students; Oberschule; Schüler; Schülerin; Studentin; Adolescent; Adolescence; Adoleszenz; Jugend; Jugendalter; Jugendlicher; Rollenspiel; Ausland; Schülerverhalten; Age; Difference; Age difference; Altersunterschied; Geschlechterkonflikt; Gültigkeit |
Abstract | Bullying is a serious social problem at schools, very prevalent independently of culture and country, and particularly acute for teenagers. With the irruption of always-on communications technology, the problem, now termed cyberbullying, is no longer restricted to school premises and hours. There are many different approaches to address cyberbullying, such as school buddies, educational videos, or involving police in counseling; however, awareness continues to be insufficient. We have developed "Conectado," a serious game to be used in the classroom to increase awareness on bullying and cyberbullying in schools. While playing the game, students gain a first-hand immersive experience of the problem and the associated emotions, fostering awareness and empathy with victims. This paper describes "Conectado" and presents its validation with actual students using game analytics. (As Provided). |
Anmerkungen | Institute of Electrical and Electronics Engineers, Inc. 445 Hoes Lane, Piscataway, NJ 08854. Tel: 732-981-0060; Web site: http://ieeexplore.ieee.org/xpl/RecentIssue.jsp?punumber=4620076 |
Erfasst von | ERIC (Education Resources Information Center), Washington, DC |
Update | 2024/1/01 |