Aviso: para depositar documentos, por favor, inicia sesión e identifícate con tu cuenta de correo institucional de la UCM con el botón MI CUENTA UCM. No emplees la opción AUTENTICACIÓN CON CONTRASEÑA
 

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

dc.contributor.authorCalvo Morata, Antonio
dc.contributor.authorAlonso Fernández, Cristina
dc.contributor.authorFreire Morán, Manuel
dc.contributor.authorMartínez Ortiz, Iván
dc.contributor.authorFernández Manjón, Baltasar
dc.date.accessioned2024-02-06T15:16:25Z
dc.date.available2024-02-06T15:16:25Z
dc.date.issued2021-07
dc.description.abstractSerious 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.
dc.description.departmentDepto. de Ingeniería de Software e Inteligencia Artificial (ISIA)
dc.description.facultyFac. de Informática
dc.description.refereedTRUE
dc.description.statuspub
dc.identifier.doi10.1016/j.tele.2021.101568
dc.identifier.issn0736-5853
dc.identifier.urihttps://hdl.handle.net/20.500.14352/99600
dc.journal.titleTelematics and Informatics
dc.language.isoeng
dc.rightsAttribution-NonCommercial-NoDerivatives 4.0 Internationalen
dc.rights.accessRightsopen access
dc.rights.urihttp://creativecommons.org/licenses/by-nc-nd/4.0/
dc.subject.keywordSerious games
dc.subject.keywordImproving classroom teaching
dc.subject.keywordSecundary Education
dc.subject.keywordLearning Analytics
dc.subject.keywordBullying
dc.subject.ucmEducación
dc.subject.ucmSoftware
dc.subject.unesco1203.10 Enseñanza Con Ayuda de Ordenador
dc.titleCreating awareness on bullying and cyberbullying among young people: Validating the effectiveness and design of the serious game Conectado
dc.typejournal article
dspace.entity.typePublication
relation.isAuthorOfPublication8fe77cd0-8c60-4afc-9c42-b649fd114502
relation.isAuthorOfPublication3e9733bf-a280-423e-9e16-0689893aa498
relation.isAuthorOfPublication31da3433-5b95-45a0-badf-a639e7f3e4b8
relation.isAuthorOfPublicationdea963b6-c09b-4f13-a535-76661dab0d5d
relation.isAuthorOfPublication7aa3aa1c-0f71-4c2f-8f82-275aa14354b1
relation.isAuthorOfPublication.latestForDiscovery8fe77cd0-8c60-4afc-9c42-b649fd114502

Download

Original bundle

Now showing 1 - 1 of 1
Loading...
Thumbnail Image
Name:
draft_10.1016_j.tele.2021.101568.pdf
Size:
992.57 KB
Format:
Adobe Portable Document Format

Collections