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dc.contributor.authorGeorgiadou, Aikaterini-
dc.contributor.authorXinogalos, Stelios-
dc.date.accessioned2023-11-24T08:59:44Z-
dc.date.available2023-11-24T08:59:44Z-
dc.date.issued2023-
dc.identifier10.3390/computers12100193en_US
dc.identifier.issn2073-431Xen_US
dc.identifier.urihttps://doi.org/10.3390/computers12100193en_US
dc.identifier.urihttps://ruomo.lib.uom.gr/handle/7000/1771-
dc.description.abstractNowadays, young students spend a lot of time playing video games and browsing on the Internet. Using the Internet has become even more widespread for young students due to the COVID-19 pandemic lockdown, which resulted in transferring several educational activities online. The Internet and generally the digital world that we live in offers many possibilities in our everyday lives, but it also entails dangers such as cyber threats and unethical use of personal data. It is widely accepted that everyone, especially young students, should be educated on safe Internet use and should be supported on acquiring other Digital Intelligence (DI) competencies as well. Towards this goal, we present the design and evaluation of the game “Follow the Paws” that aims to educate primary school students on safe Internet use and support them in acquiring relevant DI competencies. The game was designed taking into account relevant literature and was evaluated by 213 prospective Information and Communication Technology (ICT) teachers. The participants playtested the game and evaluated it through an online questionnaire that was based on validated instruments proposed in the literature. The participants evaluated positively to the didactic utility of the game and the anticipated player experience, while they highlighted several improvements to be taken into consideration in a future revision of the game. Based on the results, proposals for further research are presented, including DI competencies detection through the game and evaluating its actual effectiveness in the classroom.en_US
dc.language.isoenen_US
dc.rightsAttribution-NonCommercial-NoDerivatives 4.0 International*
dc.rights.urihttp://creativecommons.org/licenses/by-nc-nd/4.0/*
dc.sourceComputersen_US
dc.subjectFRASCATI::Natural sciences::Computer and information sciencesen_US
dc.subjectFRASCATI::Social sciences::Educational sciences::Education, general (including: training, pedagogy,didactics)en_US
dc.subject.otherserious gamesen_US
dc.subject.otherdigital intelligenceen_US
dc.subject.otherDQ Instituteen_US
dc.subject.othersafe internet useen_US
dc.subject.otherSGDA frameworken_US
dc.subject.otherevaluationen_US
dc.titleProspective ICT Teachers’ Perceptions on the Didactic Utility and Player Experience of a Serious Game for Safe Internet Use and Digital Intelligence Competenciesen_US
dc.typeArticleen_US
dc.contributor.departmentΤμήμα Εφαρμοσμένης Πληροφορικήςel
local.identifier.volume12en_US
local.identifier.issue10en_US
local.identifier.firstpage193en_US
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