Please use this identifier to cite or link to this item: http://hdl.handle.net/10397/101358
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dc.contributorDepartment of Applied Social Sciencesen_US
dc.creatorLee, TYen_US
dc.creatorShek, DTLen_US
dc.creatorKong, CYWen_US
dc.creatorKwok, RKHen_US
dc.creatorCheng, Cen_US
dc.creatorLui, TKen_US
dc.creatorChoy, KWen_US
dc.creatorLing, CYen_US
dc.creatorWong, KKYen_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/10397/101358-
dc.language.isoenen_US
dc.publisherNova Science Publishers, Inc.en_US
dc.rightsThis is the accepted manuscript of the following article: Lee, T.L. et al., A digital positive youth development game for promotion of integrity in a digital world, International Journal on Disability and Human Development, Journal of Endocrine Genetics, v. 18, no. 4, p. 403-417, 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.subjectMoral competenceen_US
dc.subjectSocial competenceen_US
dc.titleA digital positive youth development game for promotion of integrity in a digital worlden_US
dc.typeJournal/Magazine Articleen_US
dc.identifier.spage403en_US
dc.identifier.epage417en_US
dc.identifier.volume18en_US
dc.identifier.issue4en_US
dcterms.abstractEarly adolescents are often influenced by their peers to engage in risky behaviors which include deceptive behavior in families and schools. Lying has been studied for centuries and is usually seen not a serious problem unless it becomes habitual, compulsive, remorseless, or when it is complicated by the co-occurrence of other risky behaviors such as skipping school or forgery. From the preventive perspective, we can strengthen adolescents’ moral and social competences through game-based learning (GBL) and positive youth development (PYD). A digital PYD game is designed to attract and engage adolescents in examining and experimenting consequences of deceptive behavior in a non-threatening and manner. It aims at promoting moral decision making through simulations and extensive feedback. It is available for free use as an electronic teaching and learning resource. This paper reviews relevant literature, followed by a brief description on the game design, and its relationship to the Project P.A.T.H.S. which is recognized as an evidence-based prevention program by the World Health Organization (1). Two respondents from different gender, age, education, and cultural backgrounds were invited to play the game and give comments on their experiences. Based on the users’ feedback and the literature, a discussion on how to make the best use of the game together with the related curriculum units for primary and secondary prevention is presented.en_US
dcterms.accessRightsopen accessen_US
dcterms.bibliographicCitationInternational journal on disability and human development, 2019, v. 18, no. 4, p. 403-417en_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-0288-
dc.description.fundingSourceOthersen_US
dc.description.fundingTextThe Hong Kong Jockey Club Charities Trusten_US
dc.description.pubStatusPublisheden_US
dc.identifier.OPUS42091609-
dc.description.oaCategoryGreen (AAM)en_US
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