Creating awareness on bullying and cyberbullying among young people: Validating the effectiveness and design of the serious game Conectado

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 ex...

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Detalhes bibliográficos
Autores: Calvo Morata, Antonio, Alonso Fernández, Cristina, Freire Morán, Manuel, Martínez Ortiz, Iván, Fernández Manjón, Baltasar
Formato: artículo
Fecha de publicación:2021
País:España
Repositorio:Docta Complutense
Idioma:inglés
OAI Identifier:oai:docta.ucm.es:20.500.14352/99600
Acesso em linha:https://hdl.handle.net/20.500.14352/99600
Access Level:acceso abierto
Palavra-chave:Serious games
Improving classroom teaching
Secundary Education
Learning Analytics
Bullying
Educación
Software
1203.10 Enseñanza Con Ayuda de Ordenador
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spelling Creating awareness on bullying and cyberbullying among young people: Validating the effectiveness and design of the serious game ConectadoCalvo Morata, AntonioAlonso Fernández, CristinaFreire Morán, ManuelMartínez Ortiz, IvánFernández Manjón, BaltasarSerious gamesImproving classroom teachingSecundary EducationLearning AnalyticsBullyingEducaciónSoftware1203.10 Enseñanza Con Ayuda de OrdenadorSerious 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.Universidad Complutense de Madrid20242024-02-0620212021-07-0120212021-07-01journal articlehttp://purl.org/coar/resource_type/c_6501info:eu-repo/semantics/articleapplication/pdfhttps://hdl.handle.net/20.500.14352/99600reponame:Docta Complutenseinstname:Inglésengopen accesshttp://purl.org/coar/access_right/c_abf2Attribution-NonCommercial-NoDerivatives 4.0 Internationalhttp://creativecommons.org/licenses/by-nc-nd/4.0/info:eu-repo/semantics/openAccessoai:docta.ucm.es:20.500.14352/996002025-08-02T12:44:52Z
dc.title.none.fl_str_mv Creating awareness on bullying and cyberbullying among young people: Validating the effectiveness and design of the serious game Conectado
title Creating awareness on bullying and cyberbullying among young people: Validating the effectiveness and design of the serious game Conectado
spellingShingle Creating awareness on bullying and cyberbullying among young people: Validating the effectiveness and design of the serious game Conectado
Calvo Morata, Antonio
Serious games
Improving classroom teaching
Secundary Education
Learning Analytics
Bullying
Educación
Software
1203.10 Enseñanza Con Ayuda de Ordenador
title_short Creating awareness on bullying and cyberbullying among young people: Validating the effectiveness and design of the serious game Conectado
title_full Creating awareness on bullying and cyberbullying among young people: Validating the effectiveness and design of the serious game Conectado
title_fullStr Creating awareness on bullying and cyberbullying among young people: Validating the effectiveness and design of the serious game Conectado
title_full_unstemmed Creating awareness on bullying and cyberbullying among young people: Validating the effectiveness and design of the serious game Conectado
title_sort Creating awareness on bullying and cyberbullying among young people: Validating the effectiveness and design of the serious game Conectado
dc.creator.none.fl_str_mv Calvo Morata, Antonio
Alonso Fernández, Cristina
Freire Morán, Manuel
Martínez Ortiz, Iván
Fernández Manjón, Baltasar
author Calvo Morata, Antonio
author_facet Calvo Morata, Antonio
Alonso Fernández, Cristina
Freire Morán, Manuel
Martínez Ortiz, Iván
Fernández Manjón, Baltasar
author_role author
author2 Alonso Fernández, Cristina
Freire Morán, Manuel
Martínez Ortiz, Iván
Fernández Manjón, Baltasar
author2_role author
author
author
author
dc.contributor.none.fl_str_mv Universidad Complutense de Madrid
dc.subject.none.fl_str_mv Serious games
Improving classroom teaching
Secundary Education
Learning Analytics
Bullying
Educación
Software
1203.10 Enseñanza Con Ayuda de Ordenador
topic Serious games
Improving classroom teaching
Secundary Education
Learning Analytics
Bullying
Educación
Software
1203.10 Enseñanza Con Ayuda de Ordenador
description 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.
publishDate 2021
dc.date.none.fl_str_mv 2021
2021-07-01
2021
2021-07-01
2024
2024-02-06
dc.type.none.fl_str_mv journal article
http://purl.org/coar/resource_type/c_6501
info:eu-repo/semantics/article
format article
dc.identifier.none.fl_str_mv https://hdl.handle.net/20.500.14352/99600
url https://hdl.handle.net/20.500.14352/99600
dc.language.none.fl_str_mv Inglés
eng
language_invalid_str_mv Inglés
language eng
dc.rights.none.fl_str_mv open access
http://purl.org/coar/access_right/c_abf2
Attribution-NonCommercial-NoDerivatives 4.0 International
http://creativecommons.org/licenses/by-nc-nd/4.0/
info:eu-repo/semantics/openAccess
rights_invalid_str_mv open access
http://purl.org/coar/access_right/c_abf2
Attribution-NonCommercial-NoDerivatives 4.0 International
http://creativecommons.org/licenses/by-nc-nd/4.0/
eu_rights_str_mv openAccess
dc.format.none.fl_str_mv application/pdf
dc.source.none.fl_str_mv reponame:Docta Complutense
instname:
instname_str
reponame_str Docta Complutense
collection Docta Complutense
repository.name.fl_str_mv
repository.mail.fl_str_mv
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