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eConfidence, serious games against bullying

Deep Learning and Artificial Intelligence

Project description

The project partners, coordinated by ITCL Institute of Technology (Spain), found proof that the use of serious games in education can be beneficial in supporting behavioural changes in young people. A methodology was defined and applied to the two games. The School of Empathy game encourages positive behavioural change in bullying situations, the Go Online game in the area of safe internet usage.

The e-Confidence project set out to address this. “Our project focuses on the use of serious games in education and their potential benefits in supporting behavioural changes in young people,” outlines Marteyn van Gasteren, the project’s coordinator. Further to this, the team sought to provide scientific proof of the effectivity of two serious games created in the project.

To do this, a methodology was defined and applied to the two games. The School of Empathy game encourages positive behavioural change in bullying situations, whereas the Go Online game reinforces positive behavioural change in the area of safe internet usage.

The project researchers concluded that the games promoted behavioural changes in users with lower initial knowledge about appropriate behaviour

Financed byUnion Europea. Horizonte 2020