Promoting Critical Digital Literacies through Life is Strange Video Game to Address Bullying in the EFL Classroom

dc.contributor.advisorAbad Olaya, Jose Vicente
dc.contributor.authorUribe Gómez, Laura
dc.contributor.authorLópez Granda, Nicolás
dc.contributor.authorGrajales Peláez, Jonathan Andrés
dc.contributor.authorOcampo Arroyave, Andres Felipe
dc.contributor.authorMoreno Valencia, Elizabeth
dc.contributor.datamanagerAbad Olaya, Jose Vicente
dc.date.accessioned2025-10-09T16:06:23Z
dc.date.available2025-10-09T16:06:23Z
dc.date.issued2025
dc.description.abstractThis youth participatory action research (YPAR) aimed at assessing the impact of the video game Life is Strange in promoting critical digital literacies to address bullying among sixth graders. A group of 22 sixth-grade students were selected to interact with the video game in order to explore bullying scenarios. Participants completed a problem tree to draw a parallel between the video game and real-life situations. Later, they took part in a focus group to reflect on the understandings obtained through the exploration of the video game. The data analysis revealed that the pedagogical intervention around the video game enabled students to analyze causes, manifestations, and possible responses to bullying in both digital and real-life contexts. Additionally, students demonstrated criticality and ethical awareness concerning real-world issues such as bullying. Researchers conclude that video games may be useful pedagogical tools for developing critical digital literacies in the EFL classroom, as long as there is an active mediation from the part of the teacher through a well-planned pedagogical intervention.
dc.format.extent29 p.
dc.format.mimetypeapplication/pdf
dc.identifier.citationUribe-Gómez, L., López-Granda, N., Grajales-Peláez, J. A., et al. (2025). Promoting Critical Digital Literacies through Life is Strange Video Game to Address Bullying in the EFL Classroom
dc.identifier.urihttps://repository.ucatolicaluisamigo.edu.co/handle/20.500.14.531/6442
dc.language.isospa
dc.publisherUniversidad Católica Luis Amigó.
dc.publisher.facultyEducación y Humanidades
dc.publisher.placeMedellín, Colombia.
dc.publisher.programLicenciatura en Lenguas Extranjeras con énfasis en Inglés (Presencial)
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dc.rights.accessrightsinfo:eu-repo/semantics/closedAccess
dc.rights.creativecommonsAtribución-NoComercial 4.0 Internacional (CC BY-NC 4.0)
dc.rights.urihttps://creativecommons.org/licenses/by-nd/4.0/
dc.subjectVideo gameseng
dc.subjectCritical Digital Literacieseng
dc.subjectBullyingeng
dc.subjectLife is Strangeeng
dc.subjectYouth Participatory Action Researcheng
dc.subject.armarca
dc.subject.proposalVideo gamespa
dc.subject.proposalCritical digital literacyspa
dc.subject.proposalbullyingspa
dc.subject.proposalLife is Strangespa
dc.subject.proposalYouth Participatory Action Researchspa
dc.subject.proposalVideo Gameeng
dc.subject.proposalCritical Digital Literacyeng
dc.subject.proposalBullyingeng
dc.subject.proposalLife is Strangeeng
dc.subject.proposalYouth Participatory Action Researcheng
dc.thesis.grantorUniversidad Católica Luis Amigó.
dc.thesis.levelPegrado
dc.thesis.nameLicenciados en lenguas extranjeras con énfasis en inglés.
dc.titlePromoting Critical Digital Literacies through Life is Strange Video Game to Address Bullying in the EFL Classroom
dc.type.coarhttp://purl.org/coar/resource_type/c_7a1f
dc.type.coarversionhttp://purl.org/coar/version/c_ab4af688f83e57aa
dc.type.localTesis/Trabajo de grado - Monografía - Pregrado
dc.type.versioninfo:eu-repo/semantics/acceptedVersion
oaire.accessrightshttp://purl.org/coar/access_right/c_14cb

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