DESIGN NAME: Zero Bully Campus
PRIMARY FUNCTION: Learning Game
INSPIRATION: Bullying has been regarded as a public health issue worthy of attention by most countries around the world. The main goal of this project is to design an immersive game for game-based teaching to prevent school bullying by sustained practicing correct ways while encountering bully events.
UNIQUE PROPERTIES / PROJECT DESCRIPTION: In order to strengthen the abilities of distinguish and resilience from bully events among students, virtual simulation teaching project deduction and immersive situational teaching have been developed. Most bystanders who have witnessed bullying incidents, victims and their friends who have been harmed, and a part of people who have bullied others, can be improved health literacy, safely and positively coping strategies, and reserve related psychological reconstruction emergency response capabilities in the course to facilitate bullying prevention and post-trauma psychological recovery.
OPERATION / FLOW / INTERACTION: This learning game transforms environment of campus into a digital space that allows students to learn and choose how to provide assistances while they are finding or seeing bullying events. Also, students will learn how to cooperate with other players in the game to prevent the bullying events.
PROJECT DURATION AND LOCATION: This project was created in Taiwan from January to August, 2020. Now, it has been located in Xiamen University in Xiamen, China since September, 2020.
|
PRODUCTION / REALIZATION TECHNOLOGY: HARDWARE: Windows PC, macOS, iOS and Android Devices. Game: Unity, Photoshop and Illustrator.
SPECIFICATIONS / TECHNICAL PROPERTIES: Width: 1920 pixels x Height: 1080 pixels
TAGS: Zero bullying, Immersive Game, Learning Game, Bystanders
RESEARCH ABSTRACT: In order to realize the effectiveness of our creative game, we randomly selected a whole class to be the intervention group and another class to be the control group at school. A pre-test questionnaire (before the course) was carried out in two group, followed by two weeks training and bullying prevention game-based learning by conducting flipped classroom for the intervention group. The education project was run by a single dedicated instructor to avoid any variability in project effects between different instructors. The short-term and long-term effects of the “Zero-bully Campus” project was assessed by two post-intervention assessments in both the intervention and control groups. Besides, the control group in our study was offered the same intervention course after the completion of the one-month post-test questionnaire assessment, because of the ethical issues of intervention studies,
CHALLENGE: The most significant challenge was coming out with an idea that matches the original hardware equipments on such devices as Windows, macOS, Android and iOS. Another challenge is to express our perspectives via methods of visual communication and digital technology. However, the design team made it eventually and all the efforts worth.
ADDED DATE: 2020-09-16 12:06:20
TEAM MEMBERS (10) : YI-CHEN CHIANG, CHIA-LIANG LIN, CHUN-YANG LEE, CHENG-WEN HSIAO, HOU-AN SU, XIN-LAN CAI, XIAN LI, MEI-JIE CHU, SHIH-HAN CHEN and CHENG-WU HU
IMAGE CREDITS: Art Director: CHIA-LIANG LIN
Creative Director: YI-CHEN CHIANG
Project Manager: CHUN-YANG LEE
Technical Director: XIN-LAN CAI
Senior Designer: CHENG-WEN HSIAO
Illustrator: CHENG-WEN HSIAO
Illustrator: HOU-AN SU
Assistant Designer: XIAN LI
Research Assistant: MEI-JIE CHU
Research Assistant: SHIH-HAN CHEN
Service Coordinator: CHENG-WU HU
PATENTS/COPYRIGHTS: Copyright©2020 Xiamen University. All rights reserved.
|