Balancing Game Experience and Educational Effectiveness of Serious Games: A Case Study on Cyber Violence Preventio
点击次数:
所属单位:Atlantis Press
发表刊物:Advances in Intelligent Systems Research
关键字:Game-Based Learning; Cyber Violence; Serious Games; Educational Effectiveness; Knowledge Acquisition
摘要:In this paper, we designed a game called Cyber Labyrinth: Shadows of Violence, which aims to leverage the interactivity, immersion, and narrative qualities of games to educate and raise awareness about the dangers of cyberbullying. We proposed a targeted evaluation dimension and method for assessing the educational effectiveness of game-based learning on the topic of cyberbullying. Using methods such as the Game Experience Questionnaire (GEQ), we conducted comprehensive interviews, surveys, and qualitative analyses, followed by data analysis. The results demonstrate that our proposed evaluation dimensions are effective. Additionally, our serious game design has proven to offer superior educational outcomes in raising awareness and educating about cyberbullying compared to previous educational methods.
论文类型:其它
通讯作者:刘柏亨
学科门类:教育学
文献类型:C
卷号:1
期号:1
页面范围:654-663
是否译文:否
发表时间:2024-12-13
收录刊物:EI
发布刊物链接:https://www.atlantis-press.com/proceedings/nmdme-24/126006193
发表时间:2024-12-13
