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Hilliard, Lacey J.; Buckingham, Mary H.; Geldhof, G. John; Gansert, Patricia; Stack, Caroline; Gelgoot, Erin S.; Bers, Marina U.; Lerner, Richard M. – Applied Developmental Science, 2018
Video games have the potential to be contexts for moral learning. We investigated whether "Quandary," a video game designed to promote ethical thinking and moral considerations for decision-making, would help promote positive skills such as perspective taking and empathy in adolescents. We examined the effect of playing…
Descriptors: Perspective Taking, Decision Making, Educational Games, Video Games
If It's about Me, Why Do It without Me? Genuine Student Engagement in School Cyberbullying Education
Cross, Donna; Lester, Leanne; Barnes, Amy; Cardoso, Patricia; Hadwen, Kate – International Journal of Emotional Education, 2015
This study reports on a three-year group randomized controlled trial, the Cyber Friendly Schools Project (CFSP), aimed to reduce cyberbullying among grade 8 students during 2010-2012. In each year, 14-15 year old student "cyber" leaders acted as catalysts to develop and implement whole-school activities to reduce cyberbullying-related…
Descriptors: Bullying, Computer Mediated Communication, Student Behavior, Grade 8