Elsevier

Computers & Education

Volume 56, Issue 1, January 2011, Pages 166-175
Computers & Education

Quest for the Golden Rule: An effective social skills promotion and bullying prevention program

https://doi.org/10.1016/j.compedu.2010.08.009Get rights and content

Abstract

Everyday many students face bullying situations that they are ill equipped to manage. E-learning has recently emerged as a potentially effective tool in teaching children social skills, in addition to academic subject matter. Quest for the Golden Rule is one of the first bullying prevention e-learning programs available, designed by the Practi-Quest Corporation, for children in grades 2 – 5. The purpose of the current study was to explore data collected as part of standard program quality assurance practices to evaluate the impact of the gaming modules on how much children learned through interacting with the modules. Sample sizes ranged from 226 to 438 depending on the module; with approximately equal numbers of boys and girls. Following their interactions with each module, children’s knowledge of bullying and their identification of strategies to prevent bullying improved significantly. The majority of children reported that they enjoyed the game and felt confident that they could help solve bullying problems. Quest for the Golden Rule is an engaging, effective, and efficient means of raising awareness, fostering positive attitudes, and promoting effective problem-solving for bullying prevention in schools.

Introduction

Everyday many students face bullying situations that they are often ill equipped to manage. Bullying has repercussions, not only for children’s social and emotional well-being (e.g., Arseneault et al., 2006), but also for academic achievement and school absenteeism (e.g., Kshirsagar et al., 2007, Nansel et al., 2004, Ybarra and Mitchell, 2004). Adults must support children in managing these situations, as they often require skills exceeding children’s developmental capacities.

Teachers and caregivers alike are charged with the responsibility of educating children in both academic and social domains. Although Canadian children are performing well on the international stage in terms of academics, ranking 3rd, 4th, and 7th out of 57 countries on science, reading, and mathematics, respectively (Bussiere, Knighton, & Pennock, 2007), the same is not true in terms of children’s social experiences at school. Based on responses to the World Health Organization–Health Behaviors in School Aged Children survey, Canadian girls ranked 26th and boys ranked 21st out of 40 countries on measures of bullying and victimization, respectively (Craig et al., 2009). Given the discrepancy between students’ academic and social experiences it is clear that we must focus on further supporting children’s social development at school.

There are several ways in which adults can support children individually and in the context of their peer groups. According to Pepler (2006), adults can provide support to individual children through scaffolding or coaching, which children require to achieve skills beyond their developmental level. Scaffolding is a critical element of bullying prevention initiatives for children who bully, children who are victimized, and children who witness bullying (Pepler, 2006). Scaffolding can be provided in innovative and engaging ways through educational gaming. The current study provides a preliminary evaluation of a pioneering suite of web-based bullying prevention games, called Quest for the Golden Rule: Bullying Prevention Software. These games are designed to engage children in bullying prevention exercises through computer-based gaming modules, and are based on the principle of scaffolding through the provision of tailored and progressive support for each student.

Although many students experience bullying and can benefit from education and support in addressing these challenging social dynamics, there is a small group of children (10%) who reports consistently high levels of bullying over time and who require more intensive support including practice and coaching to learn essential social skills (Pepler, Jiang, Craig, & Connolly, 2008). Because public schools tend to be under-resourced, it is often beyond the capacity of classroom teachers to provide the intensive and unique learning opportunities that some students require. Quest for the Golden Rule may provide an alternative means to provide intensive support to students in school through individualized experiences, an opportunity not typically provided through traditional approaches to bullying prevention.

Early prevention and intervention for bullying problems are crucial to support children in developing healthy academic, social, and emotional coping skills (e.g., Mitchell, Ybarra, & Finkelhor, 2007). In a comprehensive review of thirty stringent studies of bullying prevention programs, Ttofi and Farrington, (2009) demonstrated the effectiveness in reducing bullying and victimization by an average of 20–23%. There is modest evidence to support the effectiveness of bullying prevention programs for elementary school students (e.g., Craig et al., 2004, Smokowski and Kopasz, 2005); however, in their meta-analysis, Ttofi and Farrington, (2009) found that programs for children older than eleven were more effective. Because of the importance of prevention and early intervention, it is essential to increase the effectiveness of bullying programs for young children to support them before early adolescence, which is a developmental period of increased risk for bullying (Pellegrini and Bartini, 2001, Pepler et al., 2008).

Quest for the Golden Rule was designed to incorporate many of the effective characteristics of established bullying prevention programs (as recommended by Ttofi & Farrington, 2009). In addition to the primary elements, Quest for the Golden Rule provides an enhanced learning experience through the use of interactive gaming technology, which is individualized, accessible, and attractive for younger children. Few computer-based bullying prevention programs have been developed for students in elementary school. An objective of the current study was to provide preliminary data regarding the effectiveness of interactive bullying prevention software designed to increase knowledge and change attitudes.

Section snippets

Why use educational gaming?

The issue of “play” may be particularly salient in work with children and pre-adolescents. At this developmental stage, the importance of play in facilitating learning has long been recognized. Vygotsky (1978) posited that play creates the opportunity for children to experiment with acting more maturely than their developmental stages, thus creating a “zone for proximal development”. Children’s social development can be fostered through play and experimentation with new social skills. Despite

Learning and educational gaming

Active learning, metacognition, and transfer of knowledge have been identified as crucial components of learning (Huffaker & Calvert, 2003; Shih, Feng, & Tsai, 2008). Huffaker and Calvert (2003) reviewed the literature and concluded that e-learning may support the critical components of learning through: 1. children’s motivation to engage in the learning process; 2. self-direction such that children learn to plan and monitor their learning; and 3. collaborative activities and entertainment

Bullying prevention through educational gaming

The detrimental consequences for those involved in bullying, as the child who bullies, the child who is victimized, or children who witness bullying incidents provide the impetus for the development of bullying prevention programming through educational gaming. Although overall, traditional bullying prevention programs have been found to be effective, there is considerable variability in the results, particularly for younger students (Baldry and Farrington, 2007, Ttofi and Farrington, 2009).

Program description: QUEST for the Golden Rule

The current study provides a preliminary evaluation of a new set of innovative prevention and intervention tools designed by the Practi-Quest Corporation (www.practiquest.com), in consultation with leading researchers in the area of bullying from PREVNet (Promoting Relationships and Eliminating Violence Network). Quest for the Golden Rule uses principles of effective bullying prevention, translated into a modality of particular interest for children and youth – interactive, animated web-based

Current study

Three key research questions were explored in this study, with corresponding hypotheses.

  • 1.

    Were there any significant gender or grade differences in the children’s initial levels of knowledge demonstrated in the Bark Academy, Mission to Mars, and Ghoul School modules?

    • We expected that boys and girls would have similar levels of knowledge but that average knowledge of bullying would increase with each grade.

  • 2.

    Did children’s knowledge of how to cope with bullying improve significantly following

Method

Quest for the Golden Rule was investigated independently of Practi-Quest by PREVNet researchers. The current study represents a preliminary investigation with plans for subsequent formal evaluation in the upcoming years.

Data Screening

From the descriptive statistics, it was clear that before and after the games most children responded in a manner reflecting ample understanding of the definition of bullying, and with knowledge of some skills required to cope with bullying situations (see Table 2 for descriptive statistics). On average, before using the modules students “agreed” with prosocial attitudes and knowledge on items contained within the BA: Fairness Scale, MM: Friendliness Scale, and GS: Attitudes and Strategies

Discussion

Bullying is a relationship problem that is challenging for both children and adults to manage. Early education and bullying prevention programs are crucial to provide children with opportunities to learn and practice skills so they are better equipped to manage bullying problems. Educational gaming, such as Quest for the Golden Rule, provides a fun and interactive way for students to learn individually and for classes to have a collective experience that promotes a safe and positive climate.

Conclusion

Educational gaming appears to be a promising area through which to bolster the effectiveness of early bullying prevention programs for elementary school students. Bullying prevention computer games complement a whole-school approach by providing cumulative and individualized learning of prosocial knowledge, attitudes, and skills within the classroom context that may help shift the social norms within the class and decrease bullying behavior. This preliminary investigation of Quest for the

Acknowledgments

First and foremost, we would like to thank the students and teachers who participated in this study. We are grateful to the staff members at Practi-Quest Corp who have engaged in this important and innovative effort to make appealing and educational bullying prevention gaming software. This project was also greatly supported by PREVNet (Promoting Relationships and Eliminating Violence Network), through the researchers who collaborated in developing Quest for the Golden Rule, and in providing

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