Proceedings of the 4th International Conference on New Media Development and Modernized Education (NMDME 2024)

Balancing Game Experience and Educational Effectiveness of Serious Games: A Case Study on Cyber Violence Prevention

Authors
Zimo Zhang1, Baiheng Liu1, *
1School of Arts, Nanjing University of Information Science and Technology, Pukou District, Nanjing, NanjingJiangsu Province, China
*Corresponding author. Email: b.h.liu@hotmail.com
Corresponding Author
Baiheng Liu
Available Online 13 December 2024.
DOI
10.2991/978-94-6463-600-0_72How to use a DOI?
Keywords
Game-Based Learning; Cyber Violence; Serious Games; Educational Effectiveness; Knowledge Acquisition
Abstract

In this paper, we designed a game called Cyber Labyrinth: Shadows of Violence, which aims to leverage the interactivity, immersion, and narrative qualities of games to educate and raise awareness about the dangers of cyberbullying. We proposed a targeted evaluation dimension and method for assessing the educational effectiveness of game-based learning on the topic of cyberbullying. Using methods such as the Game Experience Questionnaire (GEQ), we conducted comprehensive interviews, surveys, and qualitative analyses, followed by data analysis. The results demonstrate that our proposed evaluation dimensions are effective. Additionally, our serious game design has proven to offer superior educational outcomes in raising awareness and educating about cyberbullying compared to previous educational methods.

Copyright
© 2024 The Author(s)
Open Access
Open Access This chapter is licensed under the terms of the Creative Commons Attribution-NonCommercial 4.0 International License (http://creativecommons.org/licenses/by-nc/4.0/), which permits any noncommercial use, sharing, adaptation, distribution and reproduction in any medium or format, as long as you give appropriate credit to the original author(s) and the source, provide a link to the Creative Commons license and indicate if changes were made.

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Volume Title
Proceedings of the 4th International Conference on New Media Development and Modernized Education (NMDME 2024)
Series
Advances in Intelligent Systems Research
Publication Date
13 December 2024
ISBN
978-94-6463-600-0
ISSN
1951-6851
DOI
10.2991/978-94-6463-600-0_72How to use a DOI?
Copyright
© 2024 The Author(s)
Open Access
Open Access This chapter is licensed under the terms of the Creative Commons Attribution-NonCommercial 4.0 International License (http://creativecommons.org/licenses/by-nc/4.0/), which permits any noncommercial use, sharing, adaptation, distribution and reproduction in any medium or format, as long as you give appropriate credit to the original author(s) and the source, provide a link to the Creative Commons license and indicate if changes were made.

Cite this article

TY  - CONF
AU  - Zimo Zhang
AU  - Baiheng Liu
PY  - 2024
DA  - 2024/12/13
TI  - Balancing Game Experience and Educational Effectiveness of Serious Games: A Case Study on Cyber Violence Prevention
BT  - Proceedings of the 4th International Conference on New Media Development and Modernized Education (NMDME 2024)
PB  - Atlantis Press
SP  - 654
EP  - 663
SN  - 1951-6851
UR  - https://doi.org/10.2991/978-94-6463-600-0_72
DO  - 10.2991/978-94-6463-600-0_72
ID  - Zhang2024
ER  -