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Building an Escape Room to Raise Awareness of Bullying and Cyberbullying

Research output: Chapter in Book/Report/Conference proceedingConference contributionpeer-review

1 Scopus citations

Abstract

Aggressive conflicts are part of the natural social behavior of students in schools, which can lead to bullying when there is a form of discrimination or abuse of power, either because of their characteristics or their way of life (sexual orientation, gender identity, nationality, immigration status, ethnicity, sex, socioeconomic status, health, disability, religious beliefs, pregnancy, among others). In the face-to-face mode, the aggressors could be identified and in some way the conflicts were mediated by teachers or authorities of the institution. However, since education changed to a virtual modality caused by the global coronavirus pandemic, new forms of aggressive behavior have emerged with cyberbullying. In this new scenario teachers, parents and law enforcement should take an active role in raising awareness about bullying and cyberbullying. The main objective of this paper is to describe a proposal based on gamification strategy to prevent and raise awareness of aggressive behaviors among students in a virtual environment. The study focuses on three objectives: a) to study the use of visual methods based on microlearning and the techniques to engage students; b) to identify game scenarios and strategies to design an interactive Escape Room; and c) to evaluate the design and content with three experts in psychology. The results indicate that the Escape Room is a different alternative to understand the problems derived from Bullying and cyberbullying. In the future, we are planning to carry out an intervention with students from Ecuador and Colombia to evaluate the impact.

Original languageEnglish
Title of host publicationHCI International 2022 – Late Breaking Posters - 24th International Conference on Human-Computer Interaction, HCII 2022, Proceedings
EditorsConstantine Stephanidis, Margherita Antona, Stavroula Ntoa, Gavriel Salvendy
PublisherSpringer Science and Business Media Deutschland GmbH
Pages646-653
Number of pages8
ISBN (Print)9783031196782
DOIs
StatePublished - 2022
Event24th International Conference on Human-Computer Interaction, HCII 2022 - Virtual, Online
Duration: 26 Jun 20221 Jul 2022

Publication series

NameCommunications in Computer and Information Science
Volume1654 CCIS
ISSN (Print)1865-0929
ISSN (Electronic)1865-0937

Conference

Conference24th International Conference on Human-Computer Interaction, HCII 2022
CityVirtual, Online
Period26/06/221/07/22

UN SDGs

This output contributes to the following UN Sustainable Development Goals (SDGs)

  1. SDG 3 - Good Health and Well-being
    SDG 3 Good Health and Well-being
  2. SDG 4 - Quality Education
    SDG 4 Quality Education
  3. SDG 10 - Reduced Inequalities
    SDG 10 Reduced Inequalities
  4. SDG 16 - Peace, Justice and Strong Institutions
    SDG 16 Peace, Justice and Strong Institutions

Keywords

  • Awareness
  • Cyberbullying
  • Escape Room · Breakout
  • Gamification
  • Gaming platforms
  • Messaging platforms
  • Microlearning
  • Social media platforms

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