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...
| Autores: | , , , , |
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| 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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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 |
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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 |
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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/ |
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openAccess |
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application/pdf |
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reponame:Docta Complutense instname: |
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Docta Complutense |
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