Publication: Game on for Digital Security: Designing a Board Game to Enhance Cybersecurity Skills in Primary School Students
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Issued Date
2026-01-01
Resource Type
ISSN
21964963
eISSN
21964971
Scopus ID
2-s2.0-105027239199
Journal Title
Lecture Notes in Educational Technology
Volume
Part F1288
Start Page
521
End Page
536
Rights Holder(s)
SCOPUS
Bibliographic Citation
Lecture Notes in Educational Technology Vol.Part F1288 (2026) , 521-536
Suggested Citation
Chuachai S., Plangsorn B. Game on for Digital Security: Designing a Board Game to Enhance Cybersecurity Skills in Primary School Students. Lecture Notes in Educational Technology Vol.Part F1288 (2026) , 521-536. 536. doi:10.1007/978-981-95-2521-8_37 Retrieved from: https://hdl.handle.net/20.500.14740/55302
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Abstract
This research aimed to study the components and characteristics of board games that can promote digital security skills among elementary school students. Additionally, it sought to evaluate the effectiveness of these board games in enhancing such skills. The study involved a sample group of 30 late elementary school students from two schools in Bangkok. Data collection instruments included a digital security knowledge test, a digital security awareness scale, and a board game satisfaction assessment. The findings of the research revealed the following: (1) Appropriate board game formats for promoting digital security skills for elementary school students should include: (1.1) Characteristics of the Board and Equipment: These should be visually appealing, colorful, and incorporate a narrative. (1.2) Rules of Play: The game should accommodate 4–5 players and have a facilitator or leader guiding the gameplay. The game’s conclusion should focus on achieving established objectives, with a playtime of approximately 30 min. (1.3) Game Goals: Objectives should include: (1.3.1) protecting oneself from bullying, (1.3.2) refraining from being a bully, and (1.3.3) avoiding exposure to violent content. (2) The effectiveness of board games in promoting digital security skills showed that the average score of the sample group before the experiment was significantly higher than the average score after the experiment, with a statistical significance level of 0.05. Additionally, data analysis revealed that overall satisfaction with the board games was rated at a high level by participants.
