Membangun Kesadaran Keamanan Digital melalui Permainan Serius: Studi Komparatif Visual Novel dan Quiz Mini Game pada Siswa SMP

Authors

  • Tony Tan Universitas Internasional Batam
  • Febrianto Febrianto Universitas Internasional Batam
  • Ricky Jong Universitas Internasional Batam
  • Tony Wibowo Universitas Internasional Batam

DOI:

https://doi.org/10.35870/jtik.v10i3.6181

Keywords:

Game-based Learning, Digital Learning Media, Security Awareness, Serious game

Abstract

Digital security awareness is an essential competency for students in dealing with online risks. This study aims to compare the effectiveness of two serious game genres, namely visual novel and quiz mini game, in improving digital security awareness among junior high school students. A descriptive qualitative approach with descriptive quantitative support was employed, involving 27 students from a single junior high school class. The research procedure included a pre-test, gameplay sessions of a visual novel (approximately 20 minutes) and a quiz mini game (approximately 15 minutes), a post-test, and semi-structured interviews. Pre-test and post-test data were analyzed descriptively, while interview data were examined using thematic analysis. The results indicate that visual novels are more effective in fostering conceptual understanding through contextual narratives, whereas quiz mini games are more effective in enhancing learning motivation through interactive challenges. These findings suggest that a hybrid learning model combining both genres has the potential to optimize students’ conceptual understanding and learning motivation in digital security education.

Downloads

Download data is not yet available.

Author Biographies

  • Tony Tan, Universitas Internasional Batam

    Program Studi Sistem Informasi, Fakultas Ilmu Komputer, Universitas Internasional Batam, Kota Batam, Provinsi Kepulauan Riau, Indonesia.

  • Ricky Jong, Universitas Internasional Batam

    Program Studi Sistem Informasi, Fakultas Ilmu Komputer, Universitas Internasional Batam, Kota Batam, Provinsi Kepulauan Riau, Indonesia.

  • Tony Wibowo, Universitas Internasional Batam

    Program Studi Sistem Informasi, Fakultas Ilmu Komputer, Universitas Internasional Batam, Kota Batam, Provinsi Kepulauan Riau, Indonesia.

References

Ahmed, S. K., Mohammed, R. A., Nashwan, A. J., Ibrahim, R. H., Abdalla, A. Q., Ameen, M. B., & Khdhir, R. M. (2025). Using thematic analysis in qualitative research. Journal of Medicine, Surgery, and Public Health, 6, 100198. https://doi.org/10.1016/j.glmedi.2025.100198

Altarawneh, M. H. M., Althunibat, A., Almajali, M. H., Alzriqat, N., & Alazzam, S. (2025). Cybersecurity awareness among school students: Exploring influencing factors, legal implications, and knowledge gaps. International Journal of Innovative Research and Scientific Studies, 8(1), 1516–1529. https://doi.org/10.53894/ijirss.v8i1.4696.

Arosquipa Lopez, J. Y., Nuñoncca Huaycho, R. N., Yallercco Santos, F. I., Mendoza, F. T., & Rucano Paucar, F. H. (2023). The impact of serious games on learning in primary education: A systematic literature review. International Journal of Learning, Teaching and Educational Research, 22(3), 379–395. https://doi.org/10.26803/ijlter.22.3.23.

Bijl, A., Veldkamp, B. P., Wools, S., & de Klerk, S. (2024). Serious games in high-stakes assessment contexts: A systematic literature review into the game design principles for valid game-based performance assessment. Educational Technology Research and Development, 72(4), 2041–2064. https://doi.org/10.1007/s11423-024-10362-0.

Blažič, B. J., & Blažič, A. J. (2022). Cybersecurity skills among European high-school students: A new approach in the design of sustainable educational development in cybersecurity. Sustainability (Switzerland), 14(8). https://doi.org/10.3390/su14084763.

Bunt, L., Greeff, J., & Taylor, E. (2024). Enhancing serious game design: Expert-reviewed, stakeholder-centered framework. JMIR Serious Games, 12. https://doi.org/10.2196/48099.

Carrión-Toro, M., Morales-Martínez, D., Santórum, M., Bernal, L., Galindo, J., Aguilar, J., & Acosta-Vargas, P. (2025). Rethinking usability in serious games: Designing an instrument that evaluates what really matters in learning contexts. Applied Sciences (Switzerland), 15(18). https://doi.org/10.3390/app151810084.

Dapitan, J. U., Butchayo, M. J., Palma, R. J., Arevalo, M., Alvarico, B., & Cuevas Jr, J. F. (2024). Measuring the level of cybersecurity awareness among senior high school students. Mediterranean Journal of Basic and Applied Sciences, 08(02), 208–217. https://doi.org/10.46382/mjbas.2024.8216.

Diana, I., Ismail, I. A., & Zairul, M. (2023). Cybersecurity issues among high school students: A thematic review. International Journal of Academic Research in Business and Social Sciences, 13(14). https://doi.org/10.6007/ijarbss/v13-i14/18336.

Goyanes, M., Lopezosa, C., & Jordá, B. (2025). Thematic analysis of interview data with ChatGPT: Designing and testing a reliable research protocol for qualitative research. Quality and Quantity, 59(6), 5491–5510. https://doi.org/10.1007/s11135-025-02199-3.

Gwenhure, A. K., & Rahayu, F. S. (2024). Gamification of cybersecurity awareness for non-IT professionals: A systematic literature review. International Journal of Serious Games, 11(1), 83–99. https://doi.org/10.17083/ijsg.v11i1.719.

Hodhod, R., Hardage, H., Abbas, S., & Aldakheel, E. A. (2023). CyberHero: An adaptive serious game to promote cybersecurity awareness. Electronics (Switzerland), 12(17). https://doi.org/10.3390/electronics12173544.

Hygeia S. Toso, C., Jumalon, A. J., Magadan, R. A., Alvarico, B., & Cuevas Jr, J. F. (2023). Cybercrime awareness among senior high school students. Mediterranean Journal of Basic and Applied Sciences, 07(02), 160–176. https://doi.org/10.46382/mjbas.2023.7218.

López-Fernández, D., Gordillo, A., Lara-Cabrera, R., & Alegre, J. (2023). Comparing effectiveness of educational video games of different genres in computer science education. Entertainment Computing, 47. https://doi.org/10.1016/j.entcom.2023.100588.

Meadows, J., & Sambasivam, S. (2023). Mandatory gamified security awareness training impacts on Texas public middle school students: A qualitative study. Issues in Informing Science and Information Technology, 20, 067–094. https://doi.org/10.28945/5129.

Perkasa, D. A., & Setiawan, B. (2024). Measuring information security awareness level of high school students. MALCOM: Indonesian Journal of Machine Learning and Computer Science, 4(4), 1301–1308. https://doi.org/10.57152/malcom.v4i4.1461.

Scherb, C., Bryan Heitz, L., Grimberg, F., Grieder, H., & Maurer, M. (2023). EPiC Series in Computing: A cyberattack simulation for teaching cybersecurity (Vol. 93).

Tan, T., Sama, H., Wibowo, T., Wijaya, G., & Aboagye, O. E. (2024). Kesadaran keamanan siber pada kalangan mahasiswa universitas di Kota Batam. Jurnal Teknologi Dan Informasi (JATI), 14. https://doi.org/10.34010/jati.v14i2.

Wibowo, T., & Tan, D. (2021). Studi artikel mengenai efek UI/UX terhadap perkembangan gaming (Vol. 1, Issue 1).

Yasin, A., Liu, L., Li, T., Fatima, R., & Jianmin, W. (2019). Improving software security awareness using a serious game. IET Software, 13(2), 159–169. https://doi.org/10.1049/iet-sen.2018.5095.

Zempila, G., & Xinogalos, S. (2025). Investigating the role of serious games in raising students’ awareness on safety and data protection on the internet. Discover Education, 4(1). https://doi.org/10.1007/s44217-025-00722-0.

Downloads

Published

2026-07-01

Issue

Section

Computer & Communication Science

How to Cite

Tan, T., Febrianto, F., Jong, R., & Wibowo, T. (2026). Membangun Kesadaran Keamanan Digital melalui Permainan Serius: Studi Komparatif Visual Novel dan Quiz Mini Game pada Siswa SMP. Jurnal JTIK (Jurnal Teknologi Informasi Dan Komunikasi), 10(3), 1217-1224. https://doi.org/10.35870/jtik.v10i3.6181