Game Changing: Incorporating Technology into Social Work Research for Social Change
में बचाया:
| में प्रकाशित: | Education Sciences vol. 15, no. 6 (2025), p. 729-740 |
|---|---|
| मुख्य लेखक: | |
| अन्य लेखक: | |
| प्रकाशित: |
MDPI AG
|
| विषय: | |
| ऑनलाइन पहुंच: | Citation/Abstract Full Text Full Text - PDF |
| टैग: |
कोई टैग नहीं, इस रिकॉर्ड को टैग करने वाले पहले व्यक्ति बनें!
|
MARC
| LEADER | 00000nab a2200000uu 4500 | ||
|---|---|---|---|
| 001 | 3223902520 | ||
| 003 | UK-CbPIL | ||
| 022 | |a 2227-7102 | ||
| 022 | |a 2076-3344 | ||
| 024 | 7 | |a 10.3390/educsci15060729 |2 doi | |
| 035 | |a 3223902520 | ||
| 045 | 2 | |b d20250101 |b d20251231 | |
| 084 | |a 231457 |2 nlm | ||
| 100 | 1 | |a Baldwin-White, Adrienne | |
| 245 | 1 | |a Game Changing: Incorporating Technology into Social Work Research for Social Change | |
| 260 | |b MDPI AG |c 2025 | ||
| 513 | |a Journal Article | ||
| 520 | 3 | |a In the digital era, technology is being utilized for educational purposes and to develop interventions. There are several known applications of technology in multiple disciplines. However, the social sciences, in particular, have been slow to adopt technologies for intervention, prevention, and educational tools. In addition, for those who want to integrate technology into current programming or develop technology to address a problem, there are no resources on how to engage in the integration or development process. This paper sought to address this gap by documenting the development process of a video game that was created to address the issue of gender-based violence among college students. Specifically, it focuses on the design and piloting of a narrative-based game centered on beliefs and behaviors related to gender-based violence. The aim of the game is to offer an alternative approach to existing prevention programs, particularly targeting emerging adults in college settings due to their prolific and preference for the use of technology, the high rates of sexual and dating violence on college campuses, and their need for more engaging gender-based violence prevention education strategies. This paper intended to contribute to ongoing dialogue and efforts related to the creation and integration of technology in the helping professions. | |
| 653 | |a Computer & video games | ||
| 653 | |a Smartphones | ||
| 653 | |a Computer science | ||
| 653 | |a Social networks | ||
| 653 | |a Stalking | ||
| 653 | |a Realism | ||
| 653 | |a Case studies | ||
| 653 | |a Gender-based violence | ||
| 653 | |a Social justice | ||
| 653 | |a Educational films | ||
| 653 | |a College students | ||
| 653 | |a Design | ||
| 653 | |a Critical thinking | ||
| 653 | |a Social work | ||
| 653 | |a Software engineering | ||
| 653 | |a Education | ||
| 653 | |a Social Change | ||
| 653 | |a Educational Development | ||
| 653 | |a Social Behavior | ||
| 653 | |a Influence of Technology | ||
| 653 | |a Active Learning | ||
| 653 | |a Social Problems | ||
| 653 | |a Learning Experience | ||
| 653 | |a Educational Technology | ||
| 653 | |a Interpersonal Competence | ||
| 653 | |a Engineering Technology | ||
| 653 | |a Social Science Research | ||
| 653 | |a Engineering Education | ||
| 653 | |a Educational Experience | ||
| 653 | |a Networks | ||
| 653 | |a Learner Engagement | ||
| 653 | |a Behavior Change | ||
| 653 | |a Game Based Learning | ||
| 653 | |a Educational Games | ||
| 653 | |a Programming | ||
| 700 | 1 | |a Shawkat Reem | |
| 773 | 0 | |t Education Sciences |g vol. 15, no. 6 (2025), p. 729-740 | |
| 786 | 0 | |d ProQuest |t Education Database | |
| 856 | 4 | 1 | |3 Citation/Abstract |u https://www.proquest.com/docview/3223902520/abstract/embedded/6A8EOT78XXH2IG52?source=fedsrch |
| 856 | 4 | 0 | |3 Full Text |u https://www.proquest.com/docview/3223902520/fulltext/embedded/6A8EOT78XXH2IG52?source=fedsrch |
| 856 | 4 | 0 | |3 Full Text - PDF |u https://www.proquest.com/docview/3223902520/fulltextPDF/embedded/6A8EOT78XXH2IG52?source=fedsrch |