The Use of the Interland Game to Enhance Learning on Safe Information Technology Use among Lower Secondary School Students
Main Article Content
Abstract
In the digital era, information technology has become an integral part of students’ everyday lives. Consequently, promoting knowledge and skills related to safe information technology use has become a crucial focus of secondary education. However, traditional instructional approaches may not sufficiently stimulate students’ interest or active engagement in learning. Game-based learning, such as the Interland game, specifically designed to enhance awareness of online safety and digital citizenship, offers a promising approach to addressing contemporary learning needs and learner characteristics. This study aimed to investigate the effects of Interland game-based learning on students’ learning achievement and achievement motivation regarding safe information technology use. A preliminary experimental research design employing a one-group pretest–posttest approach was utilized. The participants consisted of 57 Grade 8 students from a secondary school in Khon Kaen Province, Thailand, who participated in learning activities using the Interland game. The research instruments included a knowledge test on safe information technology use and an achievement motivation questionnaire. Data were analyzed using a paired sample t-test. The results indicated that students’ posttest scores were significantly higher than their pretest scores at the .05 level, demonstrating a statistically significant improvement in learning achievement after participating in Interland game-based learning. In addition, students exhibited a high level of achievement motivation toward learning. These findings suggest that the Interland game has strong potential as an instructional tool for enhancing students’ understanding and motivation related to safe information technology use. The results further indicate that integrating game-based learning into instructional practices can effectively support the development of digital citizenship skills among secondary school students.