Validation of a Cyberbullying Serious Game Using Game Analytics

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 ar...

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Detalhes bibliográficos
Autores: Calvo Morata, Antonio, Rotaru, Dan Cristian, Alonso Fernández, Cristina, Freire Morán, Manuel, Martínez Ortiz, Iván, Fernández Manjón, Baltasar
Tipo de documento: artigo
Data de publicação:2020
País:España
Repositório:Docta Complutense
Idioma:inglês
OAI Identifier:oai:docta.ucm.es:20.500.14352/99601
Acesso em linha:https://hdl.handle.net/20.500.14352/99601
Access Level:Acceso aberto
Palavra-chave:Serious games
Game learning analytics
Bullying
Cyberbullying
Awareness
Analytics
Videogame
Software
Educación
1203.10 Enseñanza Con Ayuda de Ordenador
Descrição
Resumo: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.