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 language | English |
|---|---|
| Title of host publication | HCI International 2022 – Late Breaking Posters - 24th International Conference on Human-Computer Interaction, HCII 2022, Proceedings |
| Editors | Constantine Stephanidis, Margherita Antona, Stavroula Ntoa, Gavriel Salvendy |
| Publisher | Springer Science and Business Media Deutschland GmbH |
| Pages | 646-653 |
| Number of pages | 8 |
| ISBN (Print) | 9783031196782 |
| DOIs | |
| State | Published - 2022 |
| Event | 24th International Conference on Human-Computer Interaction, HCII 2022 - Virtual, Online Duration: 26 Jun 2022 → 1 Jul 2022 |
Publication series
| Name | Communications in Computer and Information Science |
|---|---|
| Volume | 1654 CCIS |
| ISSN (Print) | 1865-0929 |
| ISSN (Electronic) | 1865-0937 |
Conference
| Conference | 24th International Conference on Human-Computer Interaction, HCII 2022 |
|---|---|
| City | Virtual, Online |
| Period | 26/06/22 → 1/07/22 |
UN SDGs
This output contributes to the following UN Sustainable Development Goals (SDGs)
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SDG 3 Good Health and Well-being
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SDG 4 Quality Education
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SDG 10 Reduced Inequalities
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SDG 16 Peace, Justice and Strong Institutions
Keywords
- Awareness
- Cyberbullying
- Escape Room · Breakout
- Gamification
- Gaming platforms
- Messaging platforms
- Microlearning
- Social media platforms
Fingerprint
Dive into the research topics of 'Building an Escape Room to Raise Awareness of Bullying and Cyberbullying'. Together they form a unique fingerprint.Projects
- 1 Finished
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Implementation and deployment of learning capsules to combat bullying and cyberbullying in children and adolescents.
Illescas Peña, L. E. (Director), Acosta Maria, I. (Researcher), Bermeo Arpi, A. E. (Researcher), Jadan Guerrero, J. (Researcher), Peña Contreras, E. K. (Researcher), Bolaños Mónica (Assimilated Technical Staff), Coronel Cordova, L. C. (Assimilated Technical Staff), Encalada Guerrero, D. R. (Assimilated Technical Staff), Sanchez Zhunio, B. C. (Assimilated Technical Staff) & Valdez Solis, W. F. (Assimilated Technical Staff)
1/01/22 → 31/12/23
Project: Research
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