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The integration of gamified learning with bullying prevention is highly relevant to the Comparative and International Education Society (CIES) 2025 conference, which focuses on innovative educational practices and their global impact. This presentation addresses how combining these two research areas can contribute to improving educational outcomes and fostering safer learning environments, aligning with CIES's mission to explore and advance effective education solutions worldwide. Bullying remains a significant challenge in schools globally, affecting student well-being and academic performance. Despite various interventions, effective and engaging strategies to combat bullying are still needed. This project addresses this gap by exploring the potential of gamified learning as a tool for bullying prevention. The interactive adventure game aims to enhance student engagement, provide an immersive learning experience, and develop skills to address bullying.
Methods and Guiding Frameworks: The project utilizes a web-based interactive adventure game designed through a protocol integrating principles of gamified learning and bullying prevention. The game is grounded in established frameworks for both fields:
Gamified Learning: Leveraging game design elements to increase student motivation and engagement (Gee, 2005). Bullying Prevention: Applying evidence-based strategies for effective intervention and skill development (Olweus, 1993). These methods are designed to address similar challenges in diverse educational contexts by offering a scalable and adaptable solution that can be implemented in various regions and settings.
Preliminary usability testing indicates that the game holds promise for preventing bullying, enhancing student engagement, and improving learning outcomes. However, the game has not yet been fully evaluated. Newer technologies available since the game's release can further enhance user experience and effectiveness. Future iterations will incorporate these advancements to refine the game, making it more effective and engaging. The impact of the project on bullying prevention and educational outcomes will be assessed through a pilot study. This study will measure the game's effectiveness in reducing bullying incidents, increasing student engagement, and improving learning outcomes. Data will be collected through surveys, behavioral observations, and academic performance metrics. The results will inform a larger-scale rollout and further refinement of the game. Following the refinement of the game, the pilot study will evaluate its effectiveness and suitability for broader implementation. Feedback from this phase will guide the development of enhanced versions and strategies for scaling the intervention in areas outside the WEIRD cluster of countries (Western, Educated, Industrialized, Rich, Democracies).
This presentation will provide insights into the integration of gamified learning with bullying prevention, showcase the project's innovative approach, and discuss potential applications in different educational contexts.