Proyectos por año
Resumen
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.
| Idioma original | Inglés |
|---|---|
| Título de la publicación alojada | HCI International 2022 – Late Breaking Posters - 24th International Conference on Human-Computer Interaction, HCII 2022, Proceedings |
| Editores | Constantine Stephanidis, Margherita Antona, Stavroula Ntoa, Gavriel Salvendy |
| Editorial | Springer Science and Business Media Deutschland GmbH |
| Páginas | 646-653 |
| Número de páginas | 8 |
| ISBN (versión impresa) | 9783031196782 |
| DOI | |
| Estado | Publicada - 2022 |
| Evento | 24th International Conference on Human-Computer Interaction, HCII 2022 - Virtual, Online Duración: 26 jun. 2022 → 1 jul. 2022 |
Serie de la publicación
| Nombre | Communications in Computer and Information Science |
|---|---|
| Volumen | 1654 CCIS |
| ISSN (versión impresa) | 1865-0929 |
| ISSN (versión digital) | 1865-0937 |
Conferencia
| Conferencia | 24th International Conference on Human-Computer Interaction, HCII 2022 |
|---|---|
| Ciudad | Virtual, Online |
| Período | 26/06/22 → 1/07/22 |
Huella
Profundice en los temas de investigación de 'Building an Escape Room to Raise Awareness of Bullying and Cyberbullying'. En conjunto forman una huella única.Proyectos
- 1 Terminado
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Implementación Y Despliegue De Cápsulas De Aprendizaje Para Combatir El Bullying Y El Ciberbullying En Niños, Niñas Y Adolescentes.
Illescas Peña, L. E. (Director), Acosta Maria, I. (Investigador), Bermeo Arpi, A. E. (Investigador), Jadan Guerrero, J. (Investigador), Peña Contreras, E. K. (Investigador), Bolaños Mónica (Personal Tecnico Asimilado), Coronel Cordova, L. C. (Personal Tecnico Asimilado), Encalada Guerrero, D. R. (Personal Tecnico Asimilado), Sanchez Zhunio, B. C. (Personal Tecnico Asimilado) & Valdez Solis, W. F. (Personal Tecnico Asimilado)
1/01/22 → 31/12/23
Proyecto: Investigación