Educational benefits of serious games in the context of a H2020 research Project about bullying and safe use of the internet

  1. Vega López González 1
  2. Marta Martín del Pozo 1
  3. Verónica Basilotta Gómez-Pablos 1
  4. Azucena Hernández Martín 1
  5. Ana Iglesias Rodriguez 1
  6. Luís González Rodero 1
  1. 1 Universidad de Salamanca

    Universidad de Salamanca

    Salamanca, España


Atas do 4º Encontro sobre Jogos e Mobile Learning (4a. 2018. Coimbra, Portugal)

Publisher: Centro de Estudos Interdisciplinares do Século XX, Universidade de Coimbra

ISBN: 978-972-8627-79-9

Year of publication: 2018

Pages: 181-187

Congress: Atas do 4º Encontro sobre Jogos e Mobile Learning

Type: Conference paper


The benefits of incorporating digital games into the educational environment are notexclusively motivational. A school environment enriched with the features of games can allowstudents to develop their own pace through individual feedback, in addition to strengthening skillssuch as problem-solving, collaboration and communication. In order to contribute to the researchin the field of Serious Games in education we are working on the eConfidence project. This projectincludes the analysis of the benefits of two serious games in the change of behavior and attitudesin teenagers, towards the safe use of the Internet and the dangers of bullying. eConfidence is a24 months project that started in November 2016 and has received funding from the EuropeanUnion's Horizon 2020 research and innovation programme (ref. No732420). In this paper, we willcontextualize the project with a theoretical review about serious games, benefits of games,experiments using serious games in education, and issues about bullying and the safe use of theInternet. Then, we will explain the features of the project and its possible contributions in the fieldof education