Implementation of Game-Based Learning to Enhance Security Awareness Against Child Cyber Grooming Attacks

Online Gender-Based Violence (OGBV) has become an urgent concern with the rising cases of OGBV, especially during the Covid-19 pandemic. One alarming form of OGBV is cyber grooming, particularly child cyber grooming, which often targets children who lack adequate knowledge about safe internet use. Education is a crucial key in combating child cyber grooming crimes. This research aims to design a game-based learning application as an educational medium to enhance children's understanding of child cyber grooming crimes through the application of the Digital Game-Based Learning Instructional Design (DGBL-ID) method. DGBL-ID is chosen because its development stages focus not only on game design but also on instructional design. The application will be tailored to the needs of young children, making it expected to effectively convey concepts according to their needs and understanding. The application will be tested using the User Acceptance Test (UAT) approach to ensure its usability as an educational medium. The effectiveness of the application in enhancing early childhood knowledge will be measured using the One-Group Pre-test Post-test method and analyzed with the Wilcoxon Test. The research results show that the use of educational game applications in this study can make a significant contribution to increasing children's understanding of child cyber grooming crimes. Educational game media is an interesting and beneficial learning tool for children to understand the risks and necessary preventive actions for safe internet use.

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Publication Details

Published
2024-08-29
DOI
https://doi.org/10.1109/icitisee63424.2024.10729941
Citations
3
Primary Topic
Advanced Malware Detection Techniques
Type
article
Field-Weighted Citation Impact
1.05
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article

Implementation of Game-Based Learning to Enhance Security Awareness Against Child Cyber Grooming Attacks

Hermawan Setiawan, Nurul Qomariasih, Herman Kabetta, Fikra Amalia Raihana
3 citations
Advanced Malware Detection Techniques
1.05
article

Implementation of Game-Based Learning to Enhance Security Awareness Against Child Cyber Grooming Attacks

Hermawan Setiawan, Nurul Qomariasih, Herman Kabetta, Fikra Amalia Raihana
article en
3 citations

Abstract

Online Gender-Based Violence (OGBV) has become an urgent concern with the rising cases of OGBV, especially during the Covid-19 pandemic. One alarming form of OGBV is cyber grooming, particularly child cyber grooming, which often targets children who lack adequate knowledge about safe internet use. Education is a crucial key in combating child cyber grooming crimes. This research aims to design a game-based learning application as an educational medium to enhance children's understanding of child cyber grooming crimes through the application of the Digital Game-Based Learning Instructional Design (DGBL-ID) method. DGBL-ID is chosen because its development stages focus not only on game design but also on instructional design. The application will be tailored to the needs of young children, making it expected to effectively convey concepts according to their needs and understanding. The application will be tested using the User Acceptance Test (UAT) approach to ensure its usability as an educational medium. The effectiveness of the application in enhancing early childhood knowledge will be measured using the One-Group Pre-test Post-test method and analyzed with the Wilcoxon Test. The research results show that the use of educational game applications in this study can make a significant contribution to increasing children's understanding of child cyber grooming crimes. Educational game media is an interesting and beneficial learning tool for children to understand the risks and necessary preventive actions for safe internet use.

Politeknik Siber Cerdika Internasional
Gender equality
Openalex Percentile: Top 22%
Advanced Malware Detection Techniques
1.05
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