TY - GEN
T1 - Developing a User-Centered Educational Game to Prevent Cyberbullying Among Elementary School Students
AU - Daulay, Thami Endamora
AU - Junus, Kasiyah
AU - Hasani, Lintang Matahari
N1 - Funding Information:
ACKNOWLEDGMENTS This study was supported by Universitas Indonesia through a research grant: Hibah Publikasi Terindeks Internasional (PUTI) Pascasarjana Tahun Anggaran 2022— 2023 number NKB-105/UN2.RST/HKP.05.00/2022.
Publisher Copyright:
© 2022 IEEE.
PY - 2022
Y1 - 2022
N2 - 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.
AB - 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.
KW - cyberbullying
KW - educational game
KW - elementary school students
KW - user-centered design
UR - http://www.scopus.com/inward/record.url?scp=85142013379&partnerID=8YFLogxK
U2 - 10.1109/ICACSIS56558.2022.9923480
DO - 10.1109/ICACSIS56558.2022.9923480
M3 - Conference contribution
AN - SCOPUS:85142013379
T3 - Proceedings - ICACSIS 2022: 14th International Conference on Advanced Computer Science and Information Systems
SP - 173
EP - 178
BT - Proceedings - ICACSIS 2022
PB - Institute of Electrical and Electronics Engineers Inc.
T2 - 14th International Conference on Advanced Computer Science and Information Systems, ICACSIS 2022
Y2 - 1 October 2022 through 3 October 2022
ER -