El uso del videojuego como herramienta de prevención del ciberacoso en niños

Palabras clave: Gamificación, ciberacoso, prevención, niños, videojuego

Resumen

Este articulo parametriza las características para evaluar el videojuego “Toby y la escuela del Cristal” orientado a prevenir el ciberacoso en niños. Aplica el método de revisión bibliográfica y análisis cualitativo. El resultado: la gamificación para la prevención se enfoca en temas de salud física y mental por medio de las aplicaciones móviles para adolescentes y adultos, en cuanto a la prevención del ciberacoso; se hallan similitudes en programas curriculares de prevención para escuelas, enfatizan en diferentes mediaciones para generar un ambiente seguro, hacia la autogestión, la autoestima y la consciencia del fenómeno en las escuela

Biografía del autor/a

Juliana Díaz Ospina, Universidad Católica de Manizales, Colombia.

Publicista de la Universidad Católica de Manizales. Magister en Comunicación Digital de la Universidad Pontificia Bolivariana de Medellín. Experiencia en publicidad por 7 años en investigación y mercadeo en la industria publicitaria. Investigadora y profesora durante 9 años en la UCM (Universidad Católica de Manizales) líder de línea del grupo de investigación Altamira del programa de Publicidad, con énfasis en la co-creación de estrategias de comunicación digital con pares internacionales; énfasis en la planeación, creación, diseño y seguimiento de estrategias creativas para entornos digitales enfocadas a niños y construcción de ciudadanía global en jóvenes. Desarrollo de estrategias de internacionalización para EMI (inglés como medio de instrucción), COIL (Collaborative online international learning) y aprendizaje intercultural.

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Publicado
2022-12-23
Cómo citar
Díaz Ospina, J. (2022). El uso del videojuego como herramienta de prevención del ciberacoso en niños. Opción, 38, 184-204. https://doi.org/10.5281/zenodo.7527567