Game Changing: Incorporating Technology into Social Work Research for Social Change
In the digital era, technology is being utilized for educational purposes and to develop interventions. There are several known applications of technology in multiple disciplines. However, the social sciences, in particular, have been slow to adopt technologies for intervention, prevention, and educ...
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MDPI AG
2025-06-01
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| Series: | Education Sciences |
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| Online Access: | https://www.mdpi.com/2227-7102/15/6/729 |
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| author | Adrienne Baldwin-White Reem Shawkat |
| author_facet | Adrienne Baldwin-White Reem Shawkat |
| author_sort | Adrienne Baldwin-White |
| collection | DOAJ |
| description | In the digital era, technology is being utilized for educational purposes and to develop interventions. There are several known applications of technology in multiple disciplines. However, the social sciences, in particular, have been slow to adopt technologies for intervention, prevention, and educational tools. In addition, for those who want to integrate technology into current programming or develop technology to address a problem, there are no resources on how to engage in the integration or development process. This paper sought to address this gap by documenting the development process of a video game that was created to address the issue of gender-based violence among college students. Specifically, it focuses on the design and piloting of a narrative-based game centered on beliefs and behaviors related to gender-based violence. The aim of the game is to offer an alternative approach to existing prevention programs, particularly targeting emerging adults in college settings due to their prolific and preference for the use of technology, the high rates of sexual and dating violence on college campuses, and their need for more engaging gender-based violence prevention education strategies. This paper intended to contribute to ongoing dialogue and efforts related to the creation and integration of technology in the helping professions. |
| format | Article |
| id | doaj-art-3dd4ce0cb575491fa6b137a505e480ef |
| institution | Kabale University |
| issn | 2227-7102 |
| language | English |
| publishDate | 2025-06-01 |
| publisher | MDPI AG |
| record_format | Article |
| series | Education Sciences |
| spelling | doaj-art-3dd4ce0cb575491fa6b137a505e480ef2025-08-20T03:24:39ZengMDPI AGEducation Sciences2227-71022025-06-0115672910.3390/educsci15060729Game Changing: Incorporating Technology into Social Work Research for Social ChangeAdrienne Baldwin-White0Reem Shawkat1School of Social Work, Virginia Commonwealth University, Richmond, VA 23284, USASchool of Social Work, Virginia Commonwealth University, Richmond, VA 23284, USAIn the digital era, technology is being utilized for educational purposes and to develop interventions. There are several known applications of technology in multiple disciplines. However, the social sciences, in particular, have been slow to adopt technologies for intervention, prevention, and educational tools. In addition, for those who want to integrate technology into current programming or develop technology to address a problem, there are no resources on how to engage in the integration or development process. This paper sought to address this gap by documenting the development process of a video game that was created to address the issue of gender-based violence among college students. Specifically, it focuses on the design and piloting of a narrative-based game centered on beliefs and behaviors related to gender-based violence. The aim of the game is to offer an alternative approach to existing prevention programs, particularly targeting emerging adults in college settings due to their prolific and preference for the use of technology, the high rates of sexual and dating violence on college campuses, and their need for more engaging gender-based violence prevention education strategies. This paper intended to contribute to ongoing dialogue and efforts related to the creation and integration of technology in the helping professions.https://www.mdpi.com/2227-7102/15/6/729helping professionstechnologyinterventioncase studyvideo game development |
| spellingShingle | Adrienne Baldwin-White Reem Shawkat Game Changing: Incorporating Technology into Social Work Research for Social Change Education Sciences helping professions technology intervention case study video game development |
| title | Game Changing: Incorporating Technology into Social Work Research for Social Change |
| title_full | Game Changing: Incorporating Technology into Social Work Research for Social Change |
| title_fullStr | Game Changing: Incorporating Technology into Social Work Research for Social Change |
| title_full_unstemmed | Game Changing: Incorporating Technology into Social Work Research for Social Change |
| title_short | Game Changing: Incorporating Technology into Social Work Research for Social Change |
| title_sort | game changing incorporating technology into social work research for social change |
| topic | helping professions technology intervention case study video game development |
| url | https://www.mdpi.com/2227-7102/15/6/729 |
| work_keys_str_mv | AT adriennebaldwinwhite gamechangingincorporatingtechnologyintosocialworkresearchforsocialchange AT reemshawkat gamechangingincorporatingtechnologyintosocialworkresearchforsocialchange |