Developing Digital Ethics Literacy Through Game-Based Learning: A Preventive Approach to Cyberbullying Using Interland Game in Indonesian Secondary Education
- DOI
- 10.2991/978-94-6239-662-3_12How to use a DOI?
- Keywords
- Digital Ethics; Game Learning; Interland; Education; Cyberbullying
- Abstract
This study explores the development of digital ethics literacy as a preventive strategy against cyberbullying among high school students in Indonesia. Recognizing the increasing prevalence of cyberbullying in digital environments, this research investigates the effectiveness of game-based learning using Interland, a digital educational game developed by Google, in promoting ethical digital behavior. Conducted at Senior High School 4 in South Tangerang, the study employs a qualitative approach with data collected through classroom observations, student reflections, and interviews with teachers and students. The findings indicate that the use of Interland not only enhances students’ understanding of digital ethics, such as privacy, respect, and responsible online behavior—but also fosters active engagement and critical thinking in navigating digital spaces. This research highlights the potential of game-based learning as an innovative pedagogical tool to cultivate digital citizenship and prevent harmful behaviors in online interactions. The study suggests the integration of digital ethics education into the national curriculum and calls for further research on the long-term impacts of digital game interventions in educational settings.
- Copyright
- © 2026 The Author(s)
- Open Access
- Open Access This chapter is licensed under the terms of the Creative Commons Attribution-NonCommercial 4.0 International License (http://creativecommons.org/licenses/by-nc/4.0/), which permits any noncommercial use, sharing, adaptation, distribution and reproduction in any medium or format, as long as you give appropriate credit to the original author(s) and the source, provide a link to the Creative Commons license and indicate if changes were made.
Cite this article
TY - CONF AU - Anggun Puspitasari AU - Iman Permana PY - 2026 DA - 2026/05/14 TI - Developing Digital Ethics Literacy Through Game-Based Learning: A Preventive Approach to Cyberbullying Using Interland Game in Indonesian Secondary Education BT - Proceedings of the International Conference on Cross- Disciplinary Academic Research 2025 - Track 3 Advances in Humanities, Education, Teaching, Learning & Arts (ICAR-T3 2025) PB - Atlantis Press SP - 166 EP - 178 SN - 2352-5398 UR - https://doi.org/10.2991/978-94-6239-662-3_12 DO - 10.2991/978-94-6239-662-3_12 ID - Puspitasari2026 ER -