Developing a User-Centered Educational Game to Prevent Cyberbullying Among Elementary School Students

Thami Endamora Daulay, K. Junus, L. M. Hasani
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Abstract

Technologies are becoming more accessible to both adults and young people. Although technology can form many opportunities, it exposes children to many threats, including cyberbullying. This research aims to develop an interactive game prototype to foster an understanding of cyberbullying in elementary school students. This research uses the User-Centered Design method with a qualitative approach in designing interaction designs based on user needs. Then, the prototype is piloted to users to evaluate user experiences and learning outcomes. Based on the evaluation results, the game prototype provides a positive user experience regarding satisfaction, learnability, effectiveness, immersion, motivation, and emotion. Participants were able to elaborate on positive ways of interacting through digital platforms. However, they had difficulties in responding appropriately to negative behavior and content on digital platforms. The findings of this research and suggestions for future improvements are presented.
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开发以用户为中心的教育游戏预防小学生网络欺凌
成年人和年轻人都越来越容易接触到技术。虽然技术可以创造许多机会,但它也使儿童面临许多威胁,包括网络欺凌。本研究旨在开发互动游戏原型,以促进小学生对网络霸凌的了解。本研究采用以用户为中心的设计方法,采用定性的方法进行基于用户需求的交互设计。然后,将原型试用于用户,以评估用户体验和学习结果。根据评估结果,游戏原型在满意度、可学习性、有效性、沉浸感、动机和情感方面提供了积极的用户体验。与会者能够详细阐述通过数字平台进行互动的积极方式。然而,他们在适当应对数字平台上的负面行为和内容方面存在困难。最后提出了本研究的结论和改进建议。
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