학술논문

Validation of a Cyberbullying Serious Game Using Game Analytics
Document Type
Periodical
Source
IEEE Transactions on Learning Technologies IEEE Trans. Learning Technol. Learning Technologies, IEEE Transactions on. 13(1):186-197 Jan, 2020
Subject
Computing and Processing
General Topics for Engineers
Games
Internet
Videos
Law enforcement
Observers
Tools
Social network services
Serious games
game learning analytics
bullying
cyberbullying
awareness
analytics
videogame
Language
ISSN
1939-1382
2372-0050
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.