Game Changing: Incorporating Technology into Social Work Research for Social Change

में बचाया:
ग्रंथसूची विवरण
में प्रकाशित:Education Sciences vol. 15, no. 6 (2025), p. 729-740
मुख्य लेखक: Baldwin-White, Adrienne
अन्य लेखक: Shawkat Reem
प्रकाशित:
MDPI AG
विषय:
ऑनलाइन पहुंच:Citation/Abstract
Full Text
Full Text - PDF
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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