DEVELOPMENT OF GAME-BASED METAVERSE LEARNING MEDIA TO PROMOTE CYBERSECURITY AWARENESS SKILLS FOR JUNIOR HIGH SCHOOL

Authors

  • Siraphop Komol Digital Technology for Education and Computer Education Program, Department of Educational Technology and Communications, Faculty of Technical Education, Rajamangala University of Technology Thanyaburi, Pathum Thani 12120 Thailand
  • Jasitra Yimsiri Digital Technology for Education and Computer Education Program, Department of Educational Technology and Communications, Faculty of Technical Education, Rajamangala University of Technology Thanyaburi, Pathum Thani 12120 Thailand
  • Suchada Kaeklangdon Digital Technology for Education and Computer Education Program, Department of Educational Technology and Communications, Faculty of Technical Education, Rajamangala University of Technology Thanyaburi, Pathum Thani 12120 Thailand
  • Niroot Porngam Digital Technology for Education and Computer Education Program, Department of Educational Technology and Communications, Faculty of Technical Education, Rajamangala University of Technology Thanyaburi, Pathum Thani 12120 Thailand
  • cherisa nantha Digital Technology for Education and Computer Education Program, Department of Educational Technology and Communications, Faculty of Technical Education, Rajamangala University of Technology Thanyaburi, Pathum Thani 12120 Thailand

DOI:

https://doi.org/10.55003/JIE.24305

Keywords:

Metaverse, Game-based learning, Cybersecurity awareness, CoSpaces Edu, Immersive learning environment

Abstract

The development of Game-based Metaverse learning media, aims to enhance cybersecurity awareness skills among junior high school students. This development follows the ADDIE model, consisting of five steps: analysis, design, development, implementation, and evaluation. The study involved a sample of 35 junior high school volunteers from Thanarat School in Pathum Thani Province, all of whom were in the second semester of the 2024 academic year. Research instruments included the Game-based Metaverse learning media in CoSpaces Edu platform, an achievement test, and a satisfaction assessment form. Three experts evaluated all research instruments. The validity of the achievement test questions was measured using the Item Objective Congruence (IOC) index, with values ranging from 0.80 to 1.00. When tested with a tryout group, the achievement test demonstrated a difficulty value (p) ranging from 0.27 to 0.67 and discrimination power (r) ranging from 0.27 to 0.80. The reliability, calculated using the KR-20 formula, was found to be high at 0.903. The satisfaction assessment form also showed an IOC index from 0.81 to 1.00. This R&D research employed an experimental design using a one-group pretest-posttest approach, and the experiment lasted for a total of 8 hours. Descriptive statistics, including the mean, standard deviation, and dependent t-test, were used to analyze the basic data. The results indicated that the game-based Metaverse learning media had excellent quality ( = 4.67, SD = 0.28). The academic achievement after learning ( = 16.56, SD = 1.04) was significantly higher than before learning (ð‘ĨĖ„ = 15.37, SD = 1.09), with statistical significance at the 0.05 level. Furthermore, students expressed high satisfaction with the learning media (ð‘ĨĖ„ = 4.81, SD = 0.46). Therefore, this result indicated that Metaverse-integrated learning can effectively enhance digital awareness, a foundational element for responsible digital citizenship within secondary schooling. The study's primary contribution is the proposal of a Metaverse-based framework for the development of future immersive educational environments.

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Published

2025-12-25

How to Cite

Komol , S. ., Yimsiri, J. ., Kaeklangdon , S. ., Porngam, N., & nantha, cherisa. (2025). DEVELOPMENT OF GAME-BASED METAVERSE LEARNING MEDIA TO PROMOTE CYBERSECURITY AWARENESS SKILLS FOR JUNIOR HIGH SCHOOL. Journal of Industrial Education, 24(3), 16–29. https://doi.org/10.55003/JIE.24305

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Section

Research Articles