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

Thami Endamora Daulay, Kasiyah Junus, Lintang Matahari Hasani

Research output: Chapter in Book/Report/Conference proceedingConference contributionpeer-review

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.

Original languageEnglish
Title of host publicationProceedings - ICACSIS 2022
Subtitle of host publication14th International Conference on Advanced Computer Science and Information Systems
PublisherInstitute of Electrical and Electronics Engineers Inc.
Pages173-178
Number of pages6
ISBN (Electronic)9781665489362
DOIs
Publication statusPublished - 2022
Event14th International Conference on Advanced Computer Science and Information Systems, ICACSIS 2022 - Virtual, Online, Indonesia
Duration: 1 Oct 20223 Oct 2022

Publication series

NameProceedings - ICACSIS 2022: 14th International Conference on Advanced Computer Science and Information Systems

Conference

Conference14th International Conference on Advanced Computer Science and Information Systems, ICACSIS 2022
Country/TerritoryIndonesia
CityVirtual, Online
Period1/10/223/10/22

Keywords

  • cyberbullying
  • educational game
  • elementary school students
  • user-centered design

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