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The Implementation of H5P in Interactive Games for Cyber Security Awareness Learning Facilities for Elementary and Junior High School Students Mat Din, Mazura Binti; Mansor, Shaifizat; Muhamat Dawam, Siti Rafidah; Andria, Andria; Laksono, Ridam Dwi; Sussolaikah, Kelik
Jurnal Ilmiah Teknik Elektro Komputer dan Informatika Vol. 9 No. 3 (2023): September
Publisher : Universitas Ahmad Dahlan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26555/jiteki.v9i3.26547

Abstract

The importance of digital security awareness is not only related to privacy protection but also includes responsible use, protection from cyberbullying, and understanding the consequences of online actions. In primary and secondary schools, understanding regarding cyber security awareness is still lacking; students must realize that what they do in the digital world can have long-term impacts on their real lives. An introduction and understanding of digital security awareness need to be given to elementary and junior high school students. This study intended to provide a vehicle (learning tool) and introduce cyber security awareness using interactive games. By using the Moodle platform and the H5P plugin to make games more interactive, interesting, effective, and efficient. This activity was carried out using the RnD method. With the RnD method, the development of awareness and the many ways to protect oneself on the internet can be developed significantly, according to the level of understanding of students Game platform development uses a Moodle-based learning management system. Then do the customization using H5P. Meanwhile, games are developed by taking into account cyber security awareness indicators. Game applications that are compiled can run well. The trial was conducted on 4 elementary schools and 4 junior high schools. During the trial, the platform's reliability can run smoothly when accessed by users. There were no obstacles in using games by the user during the trial. User features related to achievement badges, as an indication of the level of play each player can achieve responsively. Interactive games about cyber security awareness can be formed and run according to the design set. The contribution of this research is to increase students' understanding of internet safety awareness through interactive games and to increase students' knowledge about how to protect themselves while surfing the internet through interactive games.
Assessment of Cyber Security Awareness Using Developed Game From H5P on Users Aged at Elementary and First Secondary School in Madiun City Andria, Andria; Laksono, Ridam Dwi; Sussolaikah, Kelik; Mat Din, Mazura Binti; Mansor, Shaifizat; Dawam, Siti Rafidah Muhamat
Journal of Applied Engineering and Technological Science (JAETS) Vol. 7 No. 1 (2025): Journal of Applied Engineering and Technological Science (JAETS)
Publisher : Yayasan Riset dan Pengembangan Intelektual (YRPI)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37385/jaets.v7i1.6705

Abstract

The increasing cyber threats among children using digital devices without supervision highlight the importance of early cybersecurity awareness. This study aims to develop and evaluate an H5P-based educational game to enhance cybersecurity awareness among elementary and junior high school students in Madiun City. Using a Research and Development (R&D) approach, the game was developed through four stages: needs analysis, design and development, expert validation, and limited field testing. The game incorporates gamification elements such as points, badges, and instant feedback to engage students in learning topics such as password management, data protection, and phishing recognition. The results indicate that 70% of 68 elementary students and 74% of 92 junior high school students showed improved awareness after playing the game. These findings suggest that interactive educational games can effectively enhance cybersecurity awareness among children. The study recommends broader implementation of gamified approaches in educational curricula to foster safe online behavior from an early age.