TY - GEN
T1 - A computer-in-the-loop approach for detecting bullies in the classroom
AU - Mancilla-Caceres, Juan F.
AU - Pu, Wen
AU - Amir, Eyal
AU - Espelage, Dorothy
PY - 2012
Y1 - 2012
N2 - Bullying is a social phenomenon that is highly prevalent within the school population. To study this phenomenon, social scientists traditionally use questionnaires that are costly to administer and that cannot provide detailed information about children's interactions without causing a large amount of fatigue to the participants. An on-line computer game has been developed to aid social scientists in observing, in a non-intrusive way, children's behaviors and roles within their peer group. Participants solve a collaborative and an adversarial task, and are allowed to communicate only through a chat system. Observable data from the game, such as the amount of messages sent and received and points transactions, correlates well with questionnaire data while providing more detailed information about participants' interactions. The online game is a new tool that alleviates the cost of obtaining data and considerably reduces the fatigue of the participants while providing sound results.
AB - Bullying is a social phenomenon that is highly prevalent within the school population. To study this phenomenon, social scientists traditionally use questionnaires that are costly to administer and that cannot provide detailed information about children's interactions without causing a large amount of fatigue to the participants. An on-line computer game has been developed to aid social scientists in observing, in a non-intrusive way, children's behaviors and roles within their peer group. Participants solve a collaborative and an adversarial task, and are allowed to communicate only through a chat system. Observable data from the game, such as the amount of messages sent and received and points transactions, correlates well with questionnaire data while providing more detailed information about participants' interactions. The online game is a new tool that alleviates the cost of obtaining data and considerably reduces the fatigue of the participants while providing sound results.
KW - Group interaction and collaboration
KW - Influence process and recognition
KW - Methodological innovation
UR - http://www.scopus.com/inward/record.url?scp=84859150984&partnerID=8YFLogxK
UR - http://www.scopus.com/inward/citedby.url?scp=84859150984&partnerID=8YFLogxK
U2 - 10.1007/978-3-642-29047-3_17
DO - 10.1007/978-3-642-29047-3_17
M3 - Conference contribution
AN - SCOPUS:84859150984
SN - 9783642290466
T3 - Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics)
SP - 139
EP - 146
BT - Social Computing, Behavioral-Cultural Modeling and Prediction, 5th International Conference, SBP 2012, Proceedings
T2 - 5th International Conference on Social Computing, Behavioral-Cultural Modeling and Prediction, SBP 2012
Y2 - 3 April 2012 through 5 April 2012
ER -