Title: Ubiquitous game-based learning with a multimedia debriefing on cyberbullying during the COVID-19 pandemic

Authors: Sasipim Poompimol; Patcharin Panjaburee; Suthiporn Sajjapanroj; Chanayuth Changpetch; Preeyada Tapingkae; Thanyaluck Ingkavara

Addresses: Institute for Innovative Learning, Mahidol University, 999, Phuttamonthon 4 Road, Salaya, Nakhon Pathom 73170, Thailand ' Faculty of Education, Khon Kaen University, 123, Moo 16 Mittraphap Road, Nai-Muang, Muang District, Khon Kaen 40002, Thailand ' Institute for Innovative Learning, Mahidol University, 999, Phuttamonthon 4 Road, Salaya, Nakhon Pathom 73170, Thailand ' Department of Educational Technology and Communications, Faculty of Education, Mahasarakham University, 208, Talat, Mueang Maha Sarakham District, Maha Sarakham 44000, Thailand ' Bansanpasak School, 135 Moo 11, Chiang Mai-Hod Road, Nong Kwai, Hang Dong District, Chiang Mai 50230, Thailand ' Institute for Innovative Learning, Mahidol University, 999, Phuttamonthon 4 Road, Salaya, Nakhon Pathom 73170, Thailand

Abstract: The COVID-19 pandemic forced schools to move instruction online and learning from home, laying on learning anywhere and anytime at the students' own pace. This study designed and implemented ubiquitous learning with the digital board game in response to government-issued learn-at-home and work-from-home orders. The present paper also shows how the multimedia debriefing method supports a digital board game for ubiquitous learning in the course of cyberbullying behaviour. A repeated measure experiment with 56 middle school students showed that students' conceptions and perceptions of cyberbullying behaviours improved significantly after gaming with multimedia debriefing sessions compared to gaming without multimedia debriefing sessions. Additionally, the students were asked to respond to a self-reported questionnaire and were interviewed. The results revealed that they had a positive experience with the multimedia debriefing method and perceived the ubiquitous game-based learning as an effective environment that helped improve their learning regarding cyberbullying conceptions.

Keywords: ubiquitous learning; digital board game; debriefing method; game-based learning; digital citizenships; essential skills.

DOI: 10.1504/IJMLO.2024.137610

International Journal of Mobile Learning and Organisation, 2024 Vol.18 No.2, pp.135 - 168

Received: 18 Apr 2022
Accepted: 24 May 2022

Published online: 02 Apr 2024 *

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