Please use this identifier to cite or link to this item: http://hdl.handle.net/10397/101357
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dc.contributorDepartment of Applied Social Sciencesen_US
dc.creatorLee, TYen_US
dc.creatorShek, DTLen_US
dc.creatorKong, CYen_US
dc.creatorCheng, Cen_US
dc.creatorLui, TKCen_US
dc.creatorChoy, KWen_US
dc.creatorLing, CYen_US
dc.date.accessioned2023-09-07T03:26:53Z-
dc.date.available2023-09-07T03:26:53Z-
dc.identifier.issn2191-1231en_US
dc.identifier.urihttp://hdl.handle.net/10397/101357-
dc.language.isoenen_US
dc.publisherNova Science Publishers, Inc.en_US
dc.rightsThis is the accepted manuscript of the following article: Lee, T. Y., Shek, T. L., Kong, C. Y. W., Cheng, C., Lui, T. K. C., Choy, K. W., & Ling, C. Y. (2020). A digital positive youth development game for prevention of bullying and cyberbullying, International Journal on Disability and Human Development, Journal of Endocrine Genetics, v. 18, no. 4, p. 419-433, which has been published in final form at https://novapublishers.com/shop/volume-18-issue-4-international-journal-on-disability-and-human-development/.en_US
dc.subjectPreventionen_US
dc.subjectPositive youth developmenten_US
dc.subjectDigital game-based learningen_US
dc.subjectPrivacyen_US
dc.subjectMedia literacyen_US
dc.subjectMoral competenceen_US
dc.subjectSocial competenceen_US
dc.titleA digital positive youth development game for prevention of bullying and cyberbullyingen_US
dc.typeJournal/Magazine Articleen_US
dc.identifier.spage419en_US
dc.identifier.epage433en_US
dc.identifier.volume18en_US
dc.identifier.issue4en_US
dcterms.abstractThis paper presents a brief literature review on the issue of bullying and cyberbullying (BCB) among adolescents. It then introduces the project P.A.T.H.S. which sponsored the design and production of this digital positive youth development (DPYD) game to strengthen three positive youth development (PYD) constructs -- social competence, moral competence, and pro-social norms among early adolescents. It then describes how it can be used to enhance media literacy to prevent BCB which are very often intermingled as a result of prevalent use of information and communication technology (ICT). A description on how to use the game in conjunction with related teaching units of the project P.A.T.H.S. for primary prevention is presented. Teaching points and tips of related units are also provided. To demonstrate the potential effectiveness, two young users – a 15-year-old female from China and a 21-year-old male from the United States were invited to play the digital game and provide comments on the game design and perceived effectiveness. How the game can be used for secondary and tertiary prevention is also discussed.en_US
dcterms.accessRightsopen accessen_US
dcterms.bibliographicCitationInternational journal on disability and human development, 2019, v. 18, no. 4, p. 419-433en_US
dcterms.isPartOfInternational journal on disability and human developmenten_US
dcterms.issued2019-
dc.identifier.eissn2191-0367en_US
dc.description.validate202309 bcwhen_US
dc.description.oaAccepted Manuscripten_US
dc.identifier.FolderNumberAPSS-0287-
dc.description.fundingSourceOthersen_US
dc.description.fundingTextThe Hong Kong Jockey Club Charities Trusten_US
dc.description.pubStatusPublisheden_US
dc.identifier.OPUS42091918-
dc.description.oaCategoryGreen (AAM)en_US
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