Projects per year
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, aserious 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 Conectadoand presents its validationwith actual studentsusing game analytics.
Original language | English |
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Pages (from-to) | 186-197 |
Number of pages | 12 |
Journal | IEEE Transactions on Learning Technologies |
Volume | 13 |
Issue number | 1 |
Early online date | 2 Nov 2018 |
DOIs | |
Publication status | Published - 1 Jan 2020 |
Externally published | Yes |
Keywords
- Cyberbullying
- Game learning analytics
- Games
- Internet
- Law enforcement
- Observers
- PREVALENCE
- Serious games
- Social network services
- Tools
- Videos
- analytics
- awareness
- bullying
- cyberbullying
- game learning analytics
- serious games
- videogame
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Dive into the research topics of 'Validation of a Cyberbullying Serious Game Using Game Analytics'. Together they form a unique fingerprint.Projects
- 1 Finished
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Rage: Realising an Applied Gaming Eco-system
Westera, W. (PI), Georgiadis, K. (CoI), Saveski, G. (CoI), van Lankveld, G. (CoI), Bahreini, K. (CoI), van der Vegt, W. (CoI), Berkhout, J. (CoI), Nyamsuren, E. (CoI), Kluijfhout, E. (CoI) & Nadolski, R. (CoI)
1/02/15 → 31/07/19
Project: Research