Immersive Environments at School: “Stop Cyberbullying by Proximity”
摘要
Nowadays, adolescents are heavy users of newer electronic communication forms to communicate and share moments with their peer, however increasingly electronic aggression is emerging through these communication tools, like a cyberbullying or social exclusion. In addition, this educational problem has a strong dimension in the closest contexts such as the social and/or family environment, “cyberbullying by proximity”. Gamification has frequently been applied and incorporated in many different school-based activities, at different stages of education system with positive results. Metaverse is a relatively new technology, but with this innovative technological tool an interactive experience of real-world environment can be created. The principal aim of this design proposal is to develop innovative and effective 3D educational content regarding the “cyberbullying by proximity” social problem by using the Metaverse Gamification for students and teachers. This proposal presents technological innovation 3D Metaverse Gamification which enables the creation of virtual computer-simulated environments by combining virtual reality (VR) with gamification strategies facilitating use in the educational field. The proposal design will be synthesised in different steps that will allow us to analyse bullying indicators and their corresponding different problems associated with students’ well-being, developing top-notch and effective training content for bullying and cyberbullying to raise awareness, prevent and stop this social and health problem.