Zero Bully Campus Сургалтын тоглоом by Yi-Cheng Chiang is a highly esteemed winner of the very prestigious 2021 A' Design Award Төмөр шагнал in Боловсрол, сургалтын хэрэгсэл ба сургалтын контентын дизайн Competition Category.
ТөмөрБоловсрол· 2021
Zero Bully Campus Сургалтын тоглоом
Client: Xiamen University
A' Design Award Төмөр шагнал Winner in Боловсрол Category
Verified Award Winner
Verify Award Status for #110129The Design
About Zero Bully Campus Сургалтын тоглоом
"Zero Bully Campus" нь сурагчдад сургууль дээрх дээрэнгүй харьцааг (булли) урьдчилан сэргийлж, түүнд хэрхэн хариу үзүүлэхэд нь туслах зорилгоор бүтээгдсэн сургалтын тоглоом юм. Тоглоом нь кампусын орчныг тоглогчид дээрэнгүй харьцааны үйл явдлыг анзаарч, ямар тусламж үзүүлэхээ сонгодог цахим орон зайд шилжүүлдэг. Тоглогчид мөн бусадтай хамтран ажиллаж, ийм үйл явдлыг зогсоохыг сурдаг. Оролцоог шингээсэн орчны дүр зураг болон загварчилсан тохиолдлууд нь аюулгүй, эерэг тэсвэрлэх стратегийг дадлагажуулахад тусалдаг. Энэхүү сургалтын тоглоомыг Unity ашиглан бүтээсэн бөгөөд Windows, macOS, iOS болон Android төхөөрөмж дээр ажилладаг.
The Recognition
About the A' Design Award Төмөр шагнал
Zero Bully Campus Сургалтын тоглоом нь A' Design Award Төмөр шагналын ялагч бөгөөд сайн зохиогдсон бүтээлээс хүлээгддэг мэргэжлийн болон үйлдвэрлэлийн шаардлагыг хангасан сайн загварт олгодог нэр хүндтэй хүлээн зөвшөөрөлт юм. Төмөр ялагчид бүтээгчдийнхээ агуу ур чадвар, өндөр мэргэшил, мэргэжилтний ойлголт, бүтээлч чадавхийг харуулдаг. Zero Bully Campus Сургалтын тоглоом нь өндөр үнэлэгдсэн, биширсэн, хайрласан, практик, шинэлэг бүтээл байх болно гэж хүлээгддэг. Төмөр шагнал хүртсэн энэ загвар нь салбарын шилдэг туршлагыг нэгтгэж, мэдлэг, авьяастай холбогдсон чадварлаг техникийн шинж чанартай. Zero Bully Campus Сургалтын тоглоом нь нухацтай байдлаараа хүндлэгддэг бөгөөд амьдралын чанарыг сайжруулж, дэлхийг илүү сайхан газар болгоход туслахаар зохиогдсон.
Behind the Design
Press Kit
Credits, team members and technical details provided by the designer.
- Unique Properties
- In order to strengthen the abilities of distinguish and resilience from bully events among students, virtual simulation teaching project deduction and immersive situational teaching have been developed. Most bystanders who have witnessed bullying incidents, victims and their friends who have been harmed, and a part of people who have bullied others, can be improved health literacy, safely and positively coping strategies, and reserve related psychological reconstruction emergency response capabilities in the course to facilitate bullying prevention and post-trauma psychological recovery.
- Dimensions & Packaging
- Width: 1920 pixels x Height: 1080 pixels
- Tags
- Zero bullying, Immersive Game, Learning Game, Bystanders
- Production Technology
- HARDWARE: Windows PC, macOS, iOS and Android Devices. Game: Unity, Photoshop and Illustrator.
- Design Challenge
- The most significant challenge was coming out with an idea that matches the original hardware equipments on such devices as Windows, macOS, Android and iOS. Another challenge is to express our perspectives via methods of visual communication and digital technology. However, the design team made it eventually and all the efforts worth.
- Research
- In order to realize the effectiveness of our creative game, we randomly selected a whole class to be the intervention group and another class to be the control group at school. A pre-test questionnaire (before the course) was carried out in two group, followed by two weeks training and bullying prevention game-based learning by conducting flipped classroom for the intervention group. The education project was run by a single dedicated instructor to avoid any variability in project effects between different instructors. The short-term and long-term effects of the “Zero-bully Campus” project was assessed by two post-intervention assessments in both the intervention and control groups. Besides, the control group in our study was offered the same intervention course after the completion of the one-month post-test questionnaire assessment, because of the ethical issues of intervention studies,
- Inspiration
- Bullying has been regarded as a public health issue worthy of attention by most countries around the world. The main goal of this project is to design an immersive game for game-based teaching to prevent school bullying by sustained practicing correct ways while encountering bully events.
- Project Duration
- This project was created in Taiwan from January to August, 2020. Now, it has been located in Xiamen University in Xiamen, China since September, 2020.
- Operation Flow
- This learning game transforms environment of campus into a digital space that allows students to learn and choose how to provide assistances while they are finding or seeing bullying events. Also, students will learn how to cooperate with other players in the game to prevent the bullying events.
- Patents
- Copyright©2020 Xiamen University. All rights reserved.
- Team Members
- YI-CHEN CHIANG
CHIA-LIANG LIN
CHUN-YANG LEE
CHENG-WEN HSIAO
HOU-AN SU
XIN-LAN CAI
XIAN LI
MEI-JIE CHU
SHIH-HAN CHEN
CHENG-WU HU - Image Credits
- Art Director: CHIA-LIANG LIN
Creative Director: YI-CHEN CHIANG
Project Manager: CHUN-YANG LEE
Technical Director: XIN-LAN CAI
Senior Designer: CHENG-WEN HSIAO
Illustrator: CHENG-WEN HSIAO
Illustrator: HOU-AN SU
Assistant Designer: XIAN LI
Research Assistant: MEI-JIE CHU
Research Assistant: SHIH-HAN CHEN
Service Coordinator: CHENG-WU HU
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