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Orientador(es)
Resumo(s)
This study proposes to present the design and face validity of a serious
game prototype, Pro(f)Social, as part of a blended learning teacher training program based on social-emotional ethical learning to promote pro-social behavior
and well-being among children, through changes in teachers’ emotion regulation
and moral involvement with cyberbullying and their social-emotional competence
to deal with the phenomenon. Teachers are often unaware of aggressive acts among
their students, and even when they are, many consider that they are not responsible for resolving cyberbullying issues. Therefore, it is fundamental to develop
resources based on human-machine collaboration to attain several milestones in
designing serious games to prevent and intervene in cyberbullying by providing
teachers with know-how through interactive training with artificial intelligence.
The game presented, along with its face validity (n = 290 units for content analysis), offer technology professionals the necessary knowledge to develop future
interventions to counter cyberbullying.
Descrição
Palavras-chave
Serious games Social agents Cyberbullying Teachers
Contexto Educativo
Citação
Pereira, N., Ferreira, P. C., Francisco, S., & Veiga Simão, A.M. (2024). Pro(f)social: A Serious game to counter cyberbullying. In P. Dondio, M. Rocha, A. Brennan, A. Schönbohm, F. de Rosa, A. Koskinen, F. Bellotti (Org.), International Conference on Games and Learning Alliance. Lecture Notes in Computer Science (vol. 14475, pp. 119-128). Springer Nature. https://doi.org/10.1007/978-3-031-49065-1_12
Editora
Springer Nature Switzerland
