MOHAMMAD AGUNG FATHULLAH BIN MOHAMMAD FAZLI SEKOLAH KEBANGSAAN SAUJANA UTAMA
Introduction: Cyberbullying is a growing concern among children due to the widespread use of internet-connected devices and social media. In Malaysia and worldwide, many children experience online harassment, with verbal bullying being one of the most common forms. Increased device ownership and prolonged online activity have heightened the risk, while limited awareness and understanding of bullying leave children vulnerable. The psychological effects can be severe, including anxiety, depression, and social withdrawal, which underscores the need for early and engaging prevention measures. Novelty: This product introduces a gamification-based educational tool designed to raise awareness and understanding of cyberbullying among children. Unlike conventional awareness programs, the product uses interactive scenarios, challenges, and storytelling to illustrate different forms of bullying and appropriate coping strategies. The gamified elements—such as points, badges, and leaderboards—encourage active participation and sustained engagement. Scenario simulations replicate realistic online interactions, allowing children to identify harmful behaviours and practice safe responses in a controlled environment. The approach combines entertainment with education, making learning both accessible and appealing for younger audiences. This design also draws from recent research showing the effectiveness of gamified learning in improving knowledge retention and behavioural change. Usefulness:
The product provides children with practical skills to recognise, avoid, and respond to cyberbullying. It enhances digital literacy by teaching safe online practices and promoting empathy in digital interactions. Educators and parents can integrate the tool into lessons or home learning, supporting consistent digital safety education. Early exposure to these concepts can reduce the likelihood of victimisation and foster resilience. The product also supports policy and educational initiatives aimed at integrating interactive cyber safety modules into school curricula. By combining evidence-based learning strategies with an engaging format, the product serves as a practical, scalable solution for addressing cyberbullying among children in diverse learning environments.
Keywords – Cyberbullying, Gamification, Children’s Education, Digital Literacy, Online Safety