Title | |
Publication Type | Conference Paper |
Año de publicación | 2022 |
Authors | Santana, AMartel, del Pozo, MMartín |
Nombre de la Conferencia | Proceedings TEEM 2022: Tenth International Conference on Technological Ecosystems for Enhancing Multiculturality |
Publisher | Springer, Singapore |
Resumen | The main objective of this research is to design a serious game as a tool to work on knowledge about bullying and cyberbullying, as well as empathy and assertiveness in primary school students. This research consists of two studies. Regarding study I, that is, the design and validation of the serious game, evaluative research based on expert judgment is proposed, with a sample formed by professionals in the field of education, technology, and video games. As for study II, that is, the video game implementation, a quantitative quasi-experimental approach is proposed, with pretest and posttest to a single group, with a non-probabilistic sample, accidental by convenience and by volunteers of Primary Education students. In both studies, an ad hoc instrument will be developed. In study I, the instrument will be based on the adaptation of other valid instruments for assessing digital resources. In study II, the instrument will be in questionnaire format that will include scales and other instruments validated by other authors. The aim is to achieve an educational tool that allows a significant change in knowledge about bullying and cyberbullying, as well as in students' empathy and assertiveness. |