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.
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Uribe-Gómez et al. (2026) studied this question.
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