Content area
In the digital era, technology is being utilized for educational purposes and to develop interventions. There are several known applications of technology in multiple disciplines. However, the social sciences, in particular, have been slow to adopt technologies for intervention, prevention, and educational tools. In addition, for those who want to integrate technology into current programming or develop technology to address a problem, there are no resources on how to engage in the integration or development process. This paper sought to address this gap by documenting the development process of a video game that was created to address the issue of gender-based violence among college students. Specifically, it focuses on the design and piloting of a narrative-based game centered on beliefs and behaviors related to gender-based violence. The aim of the game is to offer an alternative approach to existing prevention programs, particularly targeting emerging adults in college settings due to their prolific and preference for the use of technology, the high rates of sexual and dating violence on college campuses, and their need for more engaging gender-based violence prevention education strategies. This paper intended to contribute to ongoing dialogue and efforts related to the creation and integration of technology in the helping professions.
Details
Critical Thinking;
Educational Development;
Social Behavior;
Realism;
Influence of Technology;
Active Learning;
Social Problems;
Learning Experience;
Educational Technology;
Social Justice;
Interpersonal Competence;
Case Studies;
Engineering Technology;
Computer Science;
College Students;
Social Science Research;
Engineering Education;
Educational Experience;
Networks;
Learner Engagement;
Behavior Change;
Game Based Learning;
Educational Games;
Programming
