Tackling Cyberbullying and Related Problems : Innovative Usage of Games, Apps and Manga
معرفی کتاب «Tackling Cyberbullying and Related Problems : Innovative Usage of Games, Apps and Manga» نوشتهٔ Toda, Yuichi ;Oh, Insoo ;Toda, Yuichi (editor);Oh, Insoo (editor)، منتشرشده توسط نشر Routledge در سال 2020. این کتاب در 64 صفحه، فرمت pdf، زبان انگلیسی ارائه شده است.
This book looks at innovative tools developed by Japanese and Korean researchers and practitioners to tackle cyberbullying and internet-related problems (addiction, cybercrimes, etc.). The contributors have created preventative and intervention measures for children using games, apps, manga and anime videos, which are more accessible for children than textbooks or classroom-based lessons. The contributors cover their experiences of developing these new approaches with children, parents and teachers as well as giving insights and evidence into how these innovative techniques and methods work. By sharing their expertise, the authors hope to contribute to further improvements of games, apps, manga and anime and to improve the safety of children online. Cover Half Title Title Page Copyright Page Table of contents Figures Tables Contributors Foreword Preface 1 Traditional/cyberbullying and Internet-mediated problems in South Korea and Japan Short history of incidents of traditional/cyberbullying and Internet-mediated problems Short history of bullying in South Korea Short history of incidents in Japan Culturally specific aspects of problems Cultural backgrounds Collectivism Collective moral disengagement Hon-ne and tatemae Guidelines for effective interventions Appropriateness of the scenarios Awareness of not being anonymous Conversion in how to see people’s nature Overview of the following chapters References 2 Theories and research on traditional/cyberbullying and Internet-mediated problems Korean research on traditional/cyberbullying and Internet-mediated problems Korean research on school bullying Korean research on cyberbullying Korean research on Internet-mediated problems Japanese research on traditional/cyberbullying and Internet-mediated problems Japanese research on school bullying Japanese research on cyberbullying Japanese research on the other Internet-mediated problems Future research perspectives of South Korea and Japan References 3 Level of Immersion in Media Experience (LIME) model Necessity of the model for understanding Level of Immersion in Media Experience (LIME) model Related models that elicit the LIME model Implications of the LIME model References 4 Positive use of visual media to understand and prevent bullying: The popularity and possibility of manga Why are children devoted to visual media? Impact of visual media on child development Use of comics and animation in education The popularity of manga among children How manga became popular overseas Current situation of overseas manga Reasons why manga and anime became popular in Western countries What is the impact of manga on children? Studies on manga in the UK Studies on manga in Japan How can we use manga to support the well-being of children? Other ijime-manga not in the textbook Final remarks References 5 Effective approaches utilizing games and apps to prevent traditional and cyberbullying: Theoretical foundation and ... Utilization of games: gamification and serious games Limitations of using games for education Legal issues Ethical problems Review of various games for reducing bullying Review of various apps for reducing bullying 6 Development of a cyberbullying prevention game “Angry Daddy” Background and motive for the development of the game The process of developing the game “Angry Daddy” Concept design Analysis of previous research and cases Generating conversational quiz questions Game play flow chart Feedback on play results Analysis of the educational effectiveness of the game Demonstration at an exhibition and survey results Analysis of a school field test and survey results Development of a manual for teachers Comments on game development References 7 The application of anti-bullying smartphone apps for preventing bullying in South Korea “117 Chat” apps: 24-hour school bullying reporting and counseling application ensuring anonymity Main feature Characteristics Effectiveness and utilization “Cyberbullying Vaccine” Main feature of the app Main characteristics Effectiveness Legalization of installing youth protection application References 8 Challenging moral disengagement caused by anonymity: Japanese preventive practices Beliefs about anonymity on the Internet and their effects on online deviant behavior Tackling cyberbullying and so on by using online apps and teaching materials Traditional classroom instruction Class-wide multi-level learning Individual/class-wide active learning Individual/networked active learning Effectiveness of prevention/intervention by using apps and teaching materials Conclusion and future implication References 9 Commentary: From a Thai perspective References 10 Commentary from Norway Author’s standpoint Key learning points Key future developments Conclusion References 11 Commentary: From a North American perspective References Index "This book looks at innovative tools developed by Japanese and Korean researchers and practitioners to tackle cyberbullying and internet-related problems (addiction, cybercrimes etc). The contributors have created preventative and intervention measures for children using games, apps, manga and anime videos, which are more accessible for children than textbooks or classroom-based lessons. The contributors cover their experiences of developing these new approaches with children, parents and teachers as well as giving insights and evidence into how these innovative techniques and methods work. By exchanging their expertise the authors hope to contribute to further improvements of games, apps, manga and anime and to improve the safety of children online"-- Provided by publisher
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