Addressing Digital Literacies and Bullying With Preadolescent Students Through Life is Strange Video Game
Abordaje de las literacidades digitales y el acoso escolar con estudiantes preadolescentes mediante el videojuego Life is Strange
DOI:
https://doi.org/10.15446/profile.v28n2.122751Keywords:
Action research, Bullying, Critical digital literacies, Life is Strange, Secondary education, Video games (en)Acoso escolar, Educación secundaria, Investigación-acción, Life is Strange, Literacidades críticas digitales, Videojuegos (es)
This action research study assessed the use of the video game Life is Strange as a pedagogical tool to promote critical digital literacies and address school bullying among 22 sixth-grade students in a private school in Medellín (Colombia). The participants first interacted with the video game to explore themes of bullying. Subsequently, they completed a problem tree activity and participated in a focus group discussion. Data analysis revealed that the intervention enabled students to successfully recognize the causes, manifestations, and possible responses to bullying in both digital and real-life contexts. We conclude that carefully selected video games, paired with active pedagogical mediation, are useful tools for developing students’ critical digital literacies and addressing pressing social issues that affect their lives.
Este estudio de investigación-acción evaluó el uso del videojuego Life is Strange como herramienta pedagógica para promover las literacidades críticas digitales y abordar el acoso escolar entre 22 estudiantes de sexto grado de una institución educativa privada en Medellín (Colombia). Los participantes primero interactuaron con el videojuego para explorar temas relacionados con el acoso escolar. Posteriormente, completaron un árbol de problemas y participaron en un grupo focal. La intervención permitió a los estudiantes reconocer las causas, manifestaciones y posibles respuestas al acoso tanto en contextos digitales como de la vida real. Concluimos que los videojuegos cuidadosamente seleccionados, junto con una mediación pedagógica activa, son herramientas útiles para desarrollar las literacidades críticas digitales de los estudiantes y para abordar problemas sociales que afectan sus vidas.
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Copyright (c) 2026 Laura Uribe-Gómez, Nicolás López-Granda, Jonathan Grajales-Peláez, Felipe Ocampo-Arroyave, Elizabeth Moreno-Valencia, José Vicente Abad

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