About this paper

Appears in:
Pages: 2334-2339
Publication year: 2016
ISBN: 978-84-608-8860-4
ISSN: 2340-1117
doi: 10.21125/edulearn.2016.0147

Conference name: 8th International Conference on Education and New Learning Technologies
Dates: 4-6 July, 2016
Location: Barcelona, Spain

APPLYING QUALITY FUNCTION DEPLOYMENT IN DESIGNING EDUCATIONAL GAME

Y. Wang1, A. Gulozer2, A. Matos3, B. Turunç4, Ø. Samnøen5, Z. Brotánková6, M. Kirkar7, Y. Konnaris8, M.E.G. Badillo9

1University of Manchester (UNITED KINGDOM)
2Yegitek (TURKEY)
3University of Coimbra (PORTUGAL)
4Afyon Ministry of Education (TURKEY)
5Konsulent Øystein Samnøen (NORWAY)
6Komunikujeme O.P.S (CZECH REPUBLIC)
7CEIPES (ITALY)
8İnterfusion Services Limited (CYPRUS)
9ARTEMISAWORLD, S.L (SPAIN)
Cyberbullying is causing widespread social concern and harmful consequences on children’s well-being. It requires advanced tools and techniques to enhance the education of Cyberbullying among children. The purpose of this study is to apply the effective use of “Voice of User” in the development of a game for educating youth about cyberbullying.

The project BECYBERSAFE - Beat Cyberbullying, Embrace Safer Cyberspace, co-funded by ERASMUS+ / Strategic Partnerships (Ref. 2014-1-TR01-KA200-013354) of the European Commission, aims to facilitate adolescents, parents, teachers, and other educators with knowledge about the safe use of social media and to provide them guidelines on how to prevent and tackle cyberbullying.

The project is being developed between December 2014 and November 2016, involves partners from Cyprus, Czech Republic, Italy, Norway, Portugal, Spain, Turkey (Coordinator), and United Kingdom, and is focused on developing several educational and training resources targeting educators and young people.

These resources will be built based on a research process that involved a sample of students aged 9-14 years old across partner countries, who were asked to complete a self-response questionnaire assessing their experiences of cyberbullying, their main needs in terms of prevention, and their opinion about what should be done to prevent/tackle cyberbullying. This paper presents a short overview of the project, and describes some initial findings and development of the project.
@InProceedings{WANG2016APP,
author = {Wang, Y. and Gulozer, A. and Matos, A. and Turunç, B. and Samn{\o}en, {\O}. and Brot{\'{a}}nkov{\'{a}}, Z. and Kirkar, M. and Konnaris, Y. and Badillo, M.E.G.},
title = {APPLYING QUALITY FUNCTION DEPLOYMENT IN DESIGNING EDUCATIONAL GAME},
series = {8th International Conference on Education and New Learning Technologies},
booktitle = {EDULEARN16 Proceedings},
isbn = {978-84-608-8860-4},
issn = {2340-1117},
doi = {10.21125/edulearn.2016.0147},
url = {http://dx.doi.org/10.21125/edulearn.2016.0147},
publisher = {IATED},
location = {Barcelona, Spain},
month = {4-6 July, 2016},
year = {2016},
pages = {2334-2339}}
TY - CONF
AU - Y. Wang AU - A. Gulozer AU - A. Matos AU - B. Turunç AU - Ø. Samnøen AU - Z. Brotánková AU - M. Kirkar AU - Y. Konnaris AU - M.E.G. Badillo
TI - APPLYING QUALITY FUNCTION DEPLOYMENT IN DESIGNING EDUCATIONAL GAME
SN - 978-84-608-8860-4/2340-1117
DO - 10.21125/edulearn.2016.0147
PY - 2016
Y1 - 4-6 July, 2016
CI - Barcelona, Spain
JO - 8th International Conference on Education and New Learning Technologies
JA - EDULEARN16 Proceedings
SP - 2334
EP - 2339
ER -
Y. Wang, A. Gulozer, A. Matos, B. Turunç, Ø. Samnøen, Z. Brotánková, M. Kirkar, Y. Konnaris, M.E.G. Badillo (2016) APPLYING QUALITY FUNCTION DEPLOYMENT IN DESIGNING EDUCATIONAL GAME, EDULEARN16 Proceedings, pp. 2334-2339.
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