Abstract
Early adolescents are often influenced by their peers to engage in risky behaviors which include deceptive behavior in families and schools. Lying has been studied for centuries and is usually seen not a serious problem unless it becomes habitual, compulsive, remorseless, or when it is complicated by the co-occurrence of other risky behaviors such as skipping school or forgery. From the preventive perspective, we can strengthen adolescents’ moral and social competences through game-based learning (GBL) and positive youth development (PYD). A digital PYD game is designed to attract and engage adolescents in examining and experimenting consequences of deceptive behavior in a non-threatening and manner. It aims at promoting moral decision making through simulations and extensive feedback. It is available for free use as an electronic teaching and learning resource. This paper reviews relevant literature, followed by a brief description on the game design, and its relationship to the Project P.A.T.H.S. which is recognized as an evidence-based prevention program by the World Health Organization (1). Two respondents from different gender, age, education, and cultural backgrounds were invited to play the game and give comments on their experiences. Based on the users’ feedback and the literature, a discussion on how to make the best use of the game together with the related curriculum units for primary and secondary prevention is presented.
Original language | English |
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Pages (from-to) | 403-417 |
Number of pages | 15 |
Journal | International Journal on Disability and Human Development |
Volume | 18 |
Issue number | 4 |
Publication status | Published - 2019 |
Keywords
- Digital game-based learning
- Moral competence
- Positive youth development
- Prevention
- Social competence
ASJC Scopus subject areas
- Rehabilitation
- Sensory Systems
- Geriatrics and Gerontology
- Psychiatry and Mental health
- Advanced and Specialised Nursing
- Speech and Hearing