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Pregled bibliografske jedinice broj: 958713

The efficacy of the bullying prevention serious digital game constructed within eConfidence project (H2020)


Kolić-Vehovec, Svjetlana, Rončević Zubković, Barbara, Smojver-Ažić, Sanja, Martinac Dorčić, Tamara
The efficacy of the bullying prevention serious digital game constructed within eConfidence project (H2020) // 13th Alps-Adria Psychology conference - book of abstracts. Psihološka obzorja, 27, 67-136 / Podlesek, A. (ur.).
Ljubljana: Društvo psihologov Slovenije, 2018. str. 94-95 (predavanje, međunarodna recenzija, sažetak, znanstveni)


Naslov
The efficacy of the bullying prevention serious digital game constructed within eConfidence project (H2020)

Autori
Kolić-Vehovec, Svjetlana, Rončević Zubković, Barbara, Smojver-Ažić, Sanja, Martinac Dorčić, Tamara

Vrsta, podvrsta i kategorija rada
Sažeci sa skupova, sažetak, znanstveni

Izvornik
13th Alps-Adria Psychology conference - book of abstracts. Psihološka obzorja, 27, 67-136 / Podlesek, A. - Ljubljana : Društvo psihologov Slovenije, 2018, 94-95

Skup
13th Alps-Adria Psychology conference

Mjesto i datum
Ljubljana, Slovenija, 27-29. 09. 2018

Vrsta sudjelovanja
Predavanje

Vrsta recenzije
Međunarodna recenzija

Ključne riječi
Bullying, serious game, social skills, assertiveness, empathy

Sažetak
Serious games refer to game-based activities designed for purposes beyond pure entertainment providing learning experience and/or attitudes change. Within the eConfidence project, funded by EU’s Horizon 2020, a serious digital game focused on bullying prevention named School of Empathy has been developed. In creating the game ABA (Applied Behaviour Analysis) principles have been applied to prompt and retain player engagement. The efficacy of designed game was tested on a sample of 330 students (12 to 14 years old) from 10 schools from Spain, Malta, UK, and Ireland. Students were assigned to an experimental group that played a game during approximately 6 hours and two control groups, one that played other game constructed within the project, and the other control group without any intervention. All students were assessed by on-line survey before and after gaming sessions. The survey consisted of scales that assessed the knowledge about bullying and behaviour in bullying situations, as well as attitudes, perceived behaviour control, self-efficacy, subjective norms, and behaviour intention regarding protecting the victim. Personal variables i.e. social skills, assertiveness, empathy, and friendship were also assessed in the survey. The differences between experimental and control groups in all assessed variables have been analysed in order to evaluate the efficacy of the game.

Izvorni jezik
Engleski

Znanstvena područja
Psihologija