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CONECTADO : SERIOUS GAME TO
PREVENT CYBERBULLYING
@baltafm
balta@fdi.ucm.es
Baltasar Fernandez-Manjon
Professor of Serious Games
Telefónica-UCM Honorary Chair in Digital Education and Serious Games.
Universidad Complutense de Madrid
(based on the PhD of Antonio Calvo Morata)
Madrid, 22 june 2021
Multiples approaches to fight (cyber)bullying
● Conversational graphic adventure
● Target → 12-17 years old
● Game about (cyber)bullying
○ Player - Victim role
○ Increase empathy and awareness
● Conectado game as a supporting educational tool
○ Create a common experience for students (~40 min gameplay)
○ Teacher-guided reflection/discussion after playing
● Free and open source resource (github)
○ https://www.e-ucm.es/conectado (french, english and spanish languages)
Conectado: a Validated Serious Game
Theoretical support model
● increase cyberbullying awareness (not knowledge)
● the user has to feel as the victim for 5 in-game days
● player always lose
○ impossible minigames as nightmares
● teachers can later work on the
common experience created by the game
Validated with +1400 users (teachers and students)
● combining surveys and learning analytics
○ users awareness (pre-post game by survey)
○ users choices in-game and gameplay time (game analytics)
Keep in mind that Conectado game
1400
12
Teachers & Educational Sciences students Assessment
● 84 teachers and 104 degree students
● 99% see it as an applicable tool in class VS 1%
● 82% would use it in their class VS 2%
● 87% think that it is a effective tool VS 1%
Pre-Post Assessment 18 (cyber)bullying items
● 1200+ youngsters
● Significant increase of +0.54 over 7 points
Guide Assessment (acceptance, size and clarity)
● 20 teachers with +2 years of experience
● 90% like the guide vs 5%
The educational guide contains
● Introduction (bullying and serious games)
● Info about Conectado
● Guidance for teachers (game days and discussions)
● FAQs, bibliography and other resources about bullying
Educational guide for teachers
Game Learning Analytics process
Game Learning Analytics:
1. Students play the non
web-based games (e.g.
Conectado)
2. GLA system collects and
analyzes the interaction data
3. Visualizations and reports
(T-MON)
play
collection & analysis
reports
information
& feedback
xAPI Standard format
● Actor
● Verb
● Object
● (Result and Extensions)
● Timestamp
Data user interaction: xAPI serious game profile
Game information collected by analytics
● Changes between scenarios
● Interactions with objects and NPCs
● Dialogs (differences between gameplays)
● Choices (affect NPC responses)
● Changes in game variable values
○ In Conectado game
■ NPC friendships
■ in-game day progress
■ game ending (3 possible situations)
Data user interaction: Considerations
Game Learning Analytics is Not Informagic!!
● Educational design should guide both game design
and analytics design
○ the interaction data to be collected (the more the merrier)
○ the analyses to perform on the interaction data
■ from click-stream to educational insight
No meaningful information can be extracted without defining
the required data early on the design process!
Ethical and legal issues should be covered
Antonio Calvo-Morata, Cristina Alonso-Fernández, Manuel Freire, Iván Martínez-Ortiz, Baltasar Fernández-Manjón (2020):
Serious games to prevent and detect bullying and cyberbullying: a systematic serious games and literature review.
Computers & Education, Volume 157, November 2020, [2019 IF 5.296 JCR, Q1 in COMPUTER SCIENCE,
INTERDISCIPLINARY APPLICATIONS]. DOI: 10.1016/j.compedu.2020.103958.
Antonio Calvo-Morata (2020): Uso de Técnicas de Learning Analytics para la Validación, Mejora y Aplicación de Juegos
Serios en la Clase Aplicado al Ciberbullying. Tesis doctoral. Noviembre 2020. Universidad Complutense de Madrid.
Antonio Calvo-Morata, Concha García-Diego, Manuel Freire, Iván Martínez-Ortiz, Baltasar Fernández-Manjón (2019):
Conectado in the classroom: applying a video game for the prevention of bullying at the school. 12th annual International
Conference of Education, Research and Innovation (ICERI 2019), 11th – 13th November, 2019, Seville (Spain).
Antonio Calvo-Morata, Manuel Freire, Iván Martínez-Ortiz, Baltasar Fernández-Manjón (2019): Applicability of a cyberbullying
videogame as a teacher tool: comparing teachers and educational sciences students. IEEE Access (in press), DOI:
10.1109/ACCESS.2019.2913573 [Q1 IF 3.557 JCR].
Antonio Calvo-Morata, Dan-Cristian Rotaru, Cristina Alonso-Fernandez, Manuel Freire, Iván Martínez-Ortiz, Baltasar
Fernández-Manjón (2018): Validation of a Cyberbullying Serious Game Using Game Analytics. IEEE Transactions on
Learning Technologies (in press), DOI: 10.1109/TLT.2018.2879354 [IF 1,869 JCR].
All publications & game available from www.e-ucm.es/conectado
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CONECTADO : SERIOUS GAME TO PREVENT CYBERBULLYING

  • 1. CONECTADO : SERIOUS GAME TO PREVENT CYBERBULLYING @baltafm balta@fdi.ucm.es Baltasar Fernandez-Manjon Professor of Serious Games Telefónica-UCM Honorary Chair in Digital Education and Serious Games. Universidad Complutense de Madrid (based on the PhD of Antonio Calvo Morata) Madrid, 22 june 2021
  • 2. Multiples approaches to fight (cyber)bullying
  • 3. ● Conversational graphic adventure ● Target → 12-17 years old ● Game about (cyber)bullying ○ Player - Victim role ○ Increase empathy and awareness ● Conectado game as a supporting educational tool ○ Create a common experience for students (~40 min gameplay) ○ Teacher-guided reflection/discussion after playing ● Free and open source resource (github) ○ https://www.e-ucm.es/conectado (french, english and spanish languages) Conectado: a Validated Serious Game
  • 4.
  • 6. ● increase cyberbullying awareness (not knowledge) ● the user has to feel as the victim for 5 in-game days ● player always lose ○ impossible minigames as nightmares ● teachers can later work on the common experience created by the game Validated with +1400 users (teachers and students) ● combining surveys and learning analytics ○ users awareness (pre-post game by survey) ○ users choices in-game and gameplay time (game analytics) Keep in mind that Conectado game
  • 7. 1400 12 Teachers & Educational Sciences students Assessment ● 84 teachers and 104 degree students ● 99% see it as an applicable tool in class VS 1% ● 82% would use it in their class VS 2% ● 87% think that it is a effective tool VS 1% Pre-Post Assessment 18 (cyber)bullying items ● 1200+ youngsters ● Significant increase of +0.54 over 7 points
  • 8. Guide Assessment (acceptance, size and clarity) ● 20 teachers with +2 years of experience ● 90% like the guide vs 5% The educational guide contains ● Introduction (bullying and serious games) ● Info about Conectado ● Guidance for teachers (game days and discussions) ● FAQs, bibliography and other resources about bullying Educational guide for teachers
  • 9. Game Learning Analytics process Game Learning Analytics: 1. Students play the non web-based games (e.g. Conectado) 2. GLA system collects and analyzes the interaction data 3. Visualizations and reports (T-MON) play collection & analysis reports information & feedback
  • 10. xAPI Standard format ● Actor ● Verb ● Object ● (Result and Extensions) ● Timestamp Data user interaction: xAPI serious game profile Game information collected by analytics ● Changes between scenarios ● Interactions with objects and NPCs ● Dialogs (differences between gameplays) ● Choices (affect NPC responses) ● Changes in game variable values ○ In Conectado game ■ NPC friendships ■ in-game day progress ■ game ending (3 possible situations)
  • 11. Data user interaction: Considerations Game Learning Analytics is Not Informagic!! ● Educational design should guide both game design and analytics design ○ the interaction data to be collected (the more the merrier) ○ the analyses to perform on the interaction data ■ from click-stream to educational insight No meaningful information can be extracted without defining the required data early on the design process! Ethical and legal issues should be covered
  • 12. Antonio Calvo-Morata, Cristina Alonso-Fernández, Manuel Freire, Iván Martínez-Ortiz, Baltasar Fernández-Manjón (2020): Serious games to prevent and detect bullying and cyberbullying: a systematic serious games and literature review. Computers & Education, Volume 157, November 2020, [2019 IF 5.296 JCR, Q1 in COMPUTER SCIENCE, INTERDISCIPLINARY APPLICATIONS]. DOI: 10.1016/j.compedu.2020.103958. Antonio Calvo-Morata (2020): Uso de Técnicas de Learning Analytics para la Validación, Mejora y Aplicación de Juegos Serios en la Clase Aplicado al Ciberbullying. Tesis doctoral. Noviembre 2020. Universidad Complutense de Madrid. Antonio Calvo-Morata, Concha García-Diego, Manuel Freire, Iván Martínez-Ortiz, Baltasar Fernández-Manjón (2019): Conectado in the classroom: applying a video game for the prevention of bullying at the school. 12th annual International Conference of Education, Research and Innovation (ICERI 2019), 11th – 13th November, 2019, Seville (Spain). Antonio Calvo-Morata, Manuel Freire, Iván Martínez-Ortiz, Baltasar Fernández-Manjón (2019): Applicability of a cyberbullying videogame as a teacher tool: comparing teachers and educational sciences students. IEEE Access (in press), DOI: 10.1109/ACCESS.2019.2913573 [Q1 IF 3.557 JCR]. Antonio Calvo-Morata, Dan-Cristian Rotaru, Cristina Alonso-Fernandez, Manuel Freire, Iván Martínez-Ortiz, Baltasar Fernández-Manjón (2018): Validation of a Cyberbullying Serious Game Using Game Analytics. IEEE Transactions on Learning Technologies (in press), DOI: 10.1109/TLT.2018.2879354 [IF 1,869 JCR]. All publications & game available from www.e-ucm.es/conectado Related publications