Safenet Journey: Building Teenager’s Resilience Against Cyber Grooming Through Innovative Game-Based Learning
- DOI
- 10.2991/978-2-38476-626-0_6How to use a DOI?
- Keywords
- Cyber grooming; SafeNet Journey board game; Digital literacy; Students
- Abstract
Low digital literacy and a lack of understanding regarding cyber grooming prevention make students more vulnerable to this crime. This study aims to develop an educational tool called “SafeNet Journey,” designed as an educational board game to prevent cyber grooming among students in Malang City. The SafeNet Journey board game enhances students’ understanding and awareness of cyber grooming through educational gameplay tailored to the characteristics of middle school students. Thus, the novelty of this study lies in the use of an educational snakes-and-ladders-style board game that integrates cyber grooming prevention education into interactive learning, thereby strengthening students’ understanding of digital safety. This study employed the Research and Development (R&D) method using the ADDIE model, which encompasses Analysis, Design, Development, Implementation, and Evaluation. Based on the results of validation tests conducted by media experts and content experts, the suitability rating for the SafeNet Journey board game reached 91.25%, placing it in the “Highly Suitable” category. Meanwhile, the suitability rating for the cyber grooming content presented in the board game reached 90%, placing it in the “Highly Suitable” category. These results indicate that SafeNet Journey is suitable for use as a learning tool in efforts to prevent cyber grooming among junior high school students in Malang City.
- 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 - Desinta Dwi Rapita AU - Surya Desismansyah Eka Putra AU - Raisha Hafandi AU - Devi Lestari AU - Elvara Rizka Ramadhani PY - 2026 DA - 2026/10/29 TI - Safenet Journey: Building Teenager’s Resilience Against Cyber Grooming Through Innovative Game-Based Learning BT - Proceedings of the 3rd International Conference on Citizenship Education and Democratic Issues (ICCEDI 2026) PB - Atlantis Press SP - 40 EP - 47 SN - 2352-5398 UR - https://doi.org/10.2991/978-2-38476-626-0_6 DO - 10.2991/978-2-38476-626-0_6 ID - Rapita2026 ER -