ABSTRACT

In this chapter, I introduce a case study on the development of an educational game designed for the prevention of cyberbullying. This project was initiated on the request of the National Information Society Agency (NIA) of Korea. Advice regarding the game design was obtained from many experts from various fields. To evaluate the game, both qualitative and quantitative research methods were used. Based on the analysis of the game design and its educational effectiveness, some following conclusions were made. First, cooperation between content experts and game development experts is essential when developing an educational game. Second, we need to verify whether both the contents and the format of the game are appropriate for the target audience. Third, it is essential to provide a manual to guide teachers who use the game for educational purposes. Fourth, it was confirmed that using educational games to educate students about sensitive topics like cyberbullying is very effective as the games make them feel motivated and they believe the game is useful. Further research is needed in order to design more effective educational games for preventing cyberbullying in the future.