Samenvatting
Bullying can have various negative short and long-term consequences for adolescents. With online technology expanding the occasions for bullying, developing solutions to prevent bullying and cyberbullying has become even more pressing. We have developed two prototypes of educational games to raise awareness of the consequences of bullying among adolescents by putting them into the role of a bystander. The two games differed in the form of gameplay: one allowed for explorative play while the other used a linear narrative. We report on first results obtained by evaluating both games in classrooms and reflect on how integrating such games into a classroom context can be beneficial.
Originele taal-2 | Engels |
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Titel | CHI PLAY 2020 - Extended Abstracts of the 2020 Annual Symposium on Computer-Human Interaction in Play |
Uitgeverij | Association for Computing Machinery, Inc |
Pagina's | 287-291 |
Aantal pagina's | 5 |
ISBN van elektronische versie | 9781450375870 |
DOI's | |
Status | Gepubliceerd - 2 nov. 2020 |
Evenement | 7th ACM SIGCHI Annual Symposium on Computer-Human Interaction in Play, CHI PLAY 2020 - Virtual, Online, Canada Duur: 2 nov. 2020 → 4 nov. 2020 https://chiplay.acm.org/2020/ |
Congres
Congres | 7th ACM SIGCHI Annual Symposium on Computer-Human Interaction in Play, CHI PLAY 2020 |
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Land/Regio | Canada |
Stad | Virtual, Online |
Periode | 2/11/20 → 4/11/20 |
Internet adres |