Abstract
Background: Gamification is the application of game-design elements and game principles in different contexts. It aims at improving user engagement, learning, feedback to users, and more. In response to rapid social changes, seven electronic teaching and learning materials (games) in five themes, including (1) “On-Line and Off-Line Interpersonal Relationship” (three games: Digital Age, Integrity Crisis, Bullying Storm); (2) “Gender Stereotypes and Biases”; (3) “Think Critically and Discern Wisely”; (4) “A Journey to Somewhere, to Someone” and (5) “Money and Success” were designed by the author and his colleagues.
Description: Intended for secondary school students as part of the P.A.T.H.S. Project (in Traditional Chinese, English, and Simplified Chinese), they will be available free of charge to social workers and counsellors upon request. They provide different scenarios and/or options for users to choose as the story develops. Based on users’ responses, corresponding feedback and guidance will be provided immediately and/or at the end. Users are encouraged to examine and reflect on their choices and set goals to get higher scores on specific positive psychological constructs by adjusting their choices when using the materials. Except the one on cognitive traps, all “games” provides a choice of gender.
Intended Outcomes: The presenter will demonstrate how social workers and counsellors may selectively use them for social, cognitive, emotional, moral, and behavioural learning with individuals or groups. Social workers may use them for promoting positive youth development, prevention and intervention on bullying, cyber-bullying, invasion of privacy, peer relationship and conflicts, honesty in relationship and the use of ICT, gender stereotypes (on appearance”, “behaviour”, “occupation” and "traits”), critical thinking, friendship and love affair, as well as the significance of non-materialistic elements of life.
Description: Intended for secondary school students as part of the P.A.T.H.S. Project (in Traditional Chinese, English, and Simplified Chinese), they will be available free of charge to social workers and counsellors upon request. They provide different scenarios and/or options for users to choose as the story develops. Based on users’ responses, corresponding feedback and guidance will be provided immediately and/or at the end. Users are encouraged to examine and reflect on their choices and set goals to get higher scores on specific positive psychological constructs by adjusting their choices when using the materials. Except the one on cognitive traps, all “games” provides a choice of gender.
Intended Outcomes: The presenter will demonstrate how social workers and counsellors may selectively use them for social, cognitive, emotional, moral, and behavioural learning with individuals or groups. Social workers may use them for promoting positive youth development, prevention and intervention on bullying, cyber-bullying, invasion of privacy, peer relationship and conflicts, honesty in relationship and the use of ICT, gender stereotypes (on appearance”, “behaviour”, “occupation” and "traits”), critical thinking, friendship and love affair, as well as the significance of non-materialistic elements of life.
| Original language | English |
|---|---|
| Publication status | Published - 27 Jun 2019 |
| Event | International Conference on Change and Innovation for a Better World: The Future of Social Work Profession - The University of Hong Kong, Hong Kong, China Duration: 27 Jun 2019 → 29 Jun 2019 http://www.changeinnoconferencesw.hk/qfy-content/uploads/2019/06/037fd98236b5c225faa0494e156d2f1f.pdf http://www.changeinnoconferencesw.hk/ http://www.changeinnoconferencesw.hk/qfy-content/uploads/2019/06/62603dbd3048167ea1500695c0df4df2.pdf |
Conference
| Conference | International Conference on Change and Innovation for a Better World |
|---|---|
| Place | Hong Kong, China |
| Period | 27/06/19 → 29/06/19 |
| Internet address |