Figure 1 - The Lost Summer |
According to Bower
(2017), Cyberbullying is a concern that arises when using social networking
systems for educational purposes. Consequently, pre-emptive education plays an
important role in maintaining a student’s cybersafety (DeSmet et al., 2015). The
Australian Government’s ‘eSafety Commissioner’ website hosts a number of
resources to combat cyberbullying that are intended for use and consumption by
Figure 2 - Rewrite your Story |
Figure 3 - The Lost Summer, Chapter Summary |
A key feature of both The
Lost Summer and Rewrite Your Story is
their use of empathy to teach about the issue of Cyberbullying. Bullying has
been linked to a lack of empathy and studies have suggested that empathy
training can be used to reduce bullying behaviours (Hicks, Le Clair &
Berry, 2016).
In the educational
game The Lost Summer, students are confronted
with a challenges such as social media conflict and fake news, students need to
use various skills in order to support other characters, progress through the
game and overcome challenges. Empathy, according to the eSafety Commissioner, is
an aspect of ‘Digital Intelligence’ that is a key focus of the game. Students
are taught about ‘being empathetic to
others and using emotional intelligence to respect opinions, embrace diversity
of opinion and freedom of speech’ (eSafety Commissioner, n.d.).
Figure 4 - Summary of Rewrite your Story Episode: Alexia's Story |
Similarly, Rewrite your Story, is a video based
program that uses empathy to educate high school students about cyberbullying.
The program entails students exploring real-life cyberbullying stories that
provide advice on how to handle difficult situations. Students also engage in
class based activities that promote empathy through self-reflection and
discussion. The program is designed to provide guidance when needed so students
are empowered to be ‘courageous in the face of cyberbullying’ and provide help
and support to their friends (eSafety Commissioner, n.d.)
While The Lost Summer and Rewrite your Story are similar in their focus on empathy as a
vehicle for learning, they differ in the medium used to engage high school
students. The Lost Summer could be
considered a ‘serious game’, one that is designed ‘to be both entertaining and
provide instruction, training or achieve attitude change’ (Blumberg, Almonte,
Anthony, & Hashimoto, 2013). Students access the game via a computer or
mobile device and play as various characters, representing young people and
completing quests assigned to them. The game format is designed to provide a
learning environment that enables students to rehearse real-life scenarios and
challenges safely (eSafety Commissioner,
n.d.). ‘Serious games’ have been shown by studies to be ‘effective in
promoting healthy lifestyles’ and have been successfully used in a range of
other anti-cyberbullying interventions. (DeSmet et al., 2018).
Figure 5 - Screenshort example of The Lost Summer gameplay |
Rewrite your Story differs in its use of video and self-reflection
as a medium to explore the issue of cyberbullying. The program involves
students watching a series of two minute video clips that presents a story of
cyberbullying narrated from the point of view of the young person involved. Students
then engage in an interactive online quiz that breaks down the issue presented
in the video and promotes self-reflection. The choice of video as a medium is
interesting, as Doane, Kelley & Pearson (2015) point out, cyberbullying
prevention programs have largely relied on in‐person instruction. However videos
have been used in a range of prevention programs across other fields and
prevention programs that include videos have been shown to be effective in
increasing empathy toward victims (Doane, Kelley & Pearson, 2015).
Figure 6 - Extract from Rewrite your Story, Teacher Materials |
In all, The Lost
Summer and Rewrite your Story provide
good examples of anti-cyberbullying resources that use very similar methods to
help students understand the issue and yet do so through very different
mediums. While promoting empathy is the common utilised by both to engage
students and help them understand the personal impact of cyberbullying, the
former achieves this through the use of a ‘serious’ game while the latter do so
through video and self-reflection.
References
Bower, M. (2017). Design of technology-enhanced learning - Integrating research and
practice. London, UK: Emerald Publishing.
Blumberg, F. C., Almonte, D. E., Anthony, J. S., &
Hashimoto, N. (2012). Serious games: What are they? What do they do? Why should
we play them? The Oxford handbook of
media psychology, 334-351. http://dx.doi.org/10.1093/oxfordhb/9780195398809.013.0019.
eSafety Commissioner (n.d) Education Resources. Retrieved
October 15, 2019, From https://esafety.gov.au/education-resources
DeSmet, A., Bastiaensens, S., Cleemput, K., van Poels, K.,
Vandebosch, H., Deboutte, G., ... de Bourdeaudhuij, I. (2018). The efficacy of
the Friendly Attac serious digital game to promote prosocial bystander behavior
in cyberbullying among young adolescents: A cluster-randomized controlled
trial. Computers in Human Behavior, 78, 336–347. https://doi.org/10.1016/j.chb.2017.10.011
Doane, A. N., Kelley, M. L., & Pearson, M. R. (2016).
Reducing cyberbullying: A theory of reasoned action-based video prevention
program for college students. Aggressive
Behavior, 42, 136–146. https://doi.org/10.1002/ab.21610.
Hicks, J. F., Le Clair, B., & Berry, S. (2016). Using
solution-focused dramatic empathy training to eliminate cyber-bullying. Journal of Creativity in Mental Health, 11(3–4),
378–390. https://doi.org/10.1080/15401383.2016.1172533.
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