Bullying and cyberbullying among adolescents: prototype game for adolescents in the school environment

The aim of this study is to develop a prototype of a game that contributes to health education about Bullying and Cyberbullying among adolescents in the school environment. Technological production research based on design thinking, developed in four stages: 1. Analysis of the data of the bullying q...

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Detalhes bibliográficos
Autores: Souza, Claudinalle Farias Queiroz de, Anjos, Maria Vanessa Nascimento dos, Beserra, Maria Aparecida, Brandão Neto, Waldemar, Gomes, Ana Carolina Pereira
Formato: artículo
Estado:Versión publicada
Fecha de publicación:2021
País:Brasil
Recursos:Universidade Federal de Itajubá (UNIFEI)
Repositorio:Research, Society and Development
Idioma:portugués
OAI Identifier:oai:ojs.pkp.sfu.ca:article/11944
Acesso em linha:https://rsdjournal.org/index.php/rsd/article/view/11944
Access Level:acceso abierto
Palavra-chave:Cyberbullying
Recreational games
Bullying
Adolescent health
School nursing services.
Jogos recreativos
Saúde do Adolescente
Serviços de enfermagem escolar.
Salud de los adolescentes
Juegos recreativos
Servicios de enfermería escolar.
Descrição
Resumo:The aim of this study is to develop a prototype of a game that contributes to health education about Bullying and Cyberbullying among adolescents in the school environment. Technological production research based on design thinking, developed in four stages: 1. Analysis of the data of the bullying questionnaire; 2. Systematic literature review; 3. Search for apps or games available with similar theme in the Google Play Store and App Store; 4. Develop a prototype of a game in simulation style. 99 students answered the questionnaire. In the systematic review, 13 articles were included. In the search of the applications/games, 42 applications were analyzed. The simulation game is called B.S.I.: Bullying Scene Investigation. The theme is investigation, in which the participant searches in the school for clues of possible situations of bullying and cyberbullying and notifies the direction. The game can produce greater awareness about the context of bullying, since it allows promoting the student's protagonism in the school space, the engagement in the fight against violence, the motivation to help victims of bullying and collaboration with the teacher and school management in the strategies of appropriate coping.