CHYPER: A Low-Cost, Card-Based Solution for Building Cybercrime Resistance Among Middle School Students

Authors

  • Nurul Maulida Universitas Pendidikan Indonesia, Indonesia
  • Rizki Hikmawan Universitas Pendidikan Indonesia, Indonesia

DOI:

https://doi.org/10.33394/jp.v13i4.21330

Keywords:

Educational Card Game, Cybersecurity Literacy, CHYPER, CIA Triad, NIST Cybersecurity Framework

Abstract

This study aims to develop CHYPER, a low-tech educational card game, and examine changes in students’ conceptual understanding of cybersecurity. The study employed a one-group pretest–posttest pre-experimental design involving 21 junior high school students in Purwakarta, Indonesia. CHYPER consists of 62 cards designed based on the CIA Triad and the NIST Cybersecurity Framework. Data were collected using a 20-item Likert-scale questionnaire and analyzed using descriptive statistics, the Shapiro–Wilk test, the Wilcoxon signed-rank test, and N-gain analysis. The mean score increased from 70.95 on the pretest to 77.62 on the posttest. The Wilcoxon signed-rank test revealed a statistically significant difference between the pretest and posttest scores (Z = −3.164, p = .002), whereas the mean N-gain score was 0.22 (22.16%), indicating a low level of improvement. These findings suggest that CHYPER has potential as a supplementary learning medium for introducing basic cybersecurity concepts to junior high school students, although the magnitude of improvement was limited.

References

Ahmad, F., & Sari, N. I. (2025). Exploring the Wilcoxon Test in Science Education : A Literature Review of Empirical Research. 7(2).

Casaril, F. (2025). International Journal of Critical Infrastructure Protection Developing security metrics for space systems : A study considering the NIST Cybersecurity Framework 2 . 0 and the NIS2. International Journal of Critical Infrastructure Protection, 51(August), 100805. https://doi.org/10.1016/j.ijcip.2025.100805

Chen, C. (2025). Low-tech serious games in higher education: bridging the digital divide and enhancing student thinking and performance. Humanities and Social Sciences Communications, 4, 1–10. https://doi.org/10.1057/s41599-024-04341-2

Chen, S., Huang, T., Chang, K., Chang, F., Chiang, S. C., Chiu, C., Chen, P., Miao, N., & Chuang, H. (2026). Computers in Human Behavior Association between school phone restriction policies and adolescents ’ cyberbullying , gambling , and substance use behaviors. Computers in Human Behavior, 177(October 2025), 108898. https://doi.org/10.1016/j.chb.2025.108898

Cui, B., Hu, Y., Qu, T., He, Y., & Sun, L. (2026). High-Confidence Computing A novel zero-day ransomware detection approach based on CVAE and. High-Confidence Computing, 6(1), 100338. https://doi.org/10.1016/j.hcc.2025.100338

Gómez, P., Nogueira-lópez, A., Li, D., Salmerón-ruiz, M. A., & Rial-boubeta, A. (2025). Age of smartphone access : implications for problematic internet use and online risk behaviors. 103. https://doi.org/10.1016/j.anpede.2025.503937

González-tablas, A. I., Vasco, M. I. G., & Cascos, I. (2020). Shuffle , Cut , and Learn : Crypto Go , a Card Game for Teaching Cryptography. 1–13. https://doi.org/10.3390/math8111993

Harianja, M. R., Yusup, M., Siahaan, S. M., Sriwijaya, U., & Kunci, K. (2024). Uji N-Gain pada Efektivitas Penggunaan Game dengan Strategi SGQ untuk Meningkatkan Berpikir Komputasi dalam Literasi Energi. 13. https://doi.org/10.19109/intelektualita.v13i2.25168

Hart, S., Margheri, A., Paci, F., & Sassone, V. (2020). Computers & Security Riskio : A Serious Game for Cyber Security Awareness and Education. 95. https://doi.org/10.1016/j.cose.2020.101827

Hodhod, R., Hardage, H., & Abbas, S. (2023). CyberHero : An Adaptive Serious Game to Promote Cybersecurity Awareness.

Ismail, M., Thorakkattu, N., Alalawi, M., & Alrabaee, S. (2024). Computers in Human Behavior Reports Cybersecurity activities for education and curriculum design : A survey. Computers in Human Behavior Reports, 16(June), 100501. https://doi.org/10.1016/j.chbr.2024.100501

Jeong, E. (2025). Computers in Human Behavior Reports Sex differences in smartphone use profiles and the association with life satisfaction among South Korean second-year middle-school students : A latent profile analysis. Computers in Human Behavior Reports, 17(December 2024), 100575. https://doi.org/10.1016/j.chbr.2024.100575

Katsantonis, M. N., Manikas, A., Partarakis, N., & Mavridis, I. (2025). Yellow training : a collaborative tCOFELET tabletop serious game for cybersecurity awareness and training. International Journal of Information Security, 24(4), 1–25. https://doi.org/10.1007/s10207-025-01086-0

Kumar, S., Singh, S. K., Sarin, S., Kumari, C., Arya, V., Nandhini, N., Gupta, B. B., & Tai, K. (2025). Cyber Security and Applications Leveraging dynamic embeddings and reinforcement learning with bayesian networks for ransomware resiliences. Cyber Security and Applications, 3(November 2024), 100095. https://doi.org/10.1016/j.csa.2025.100095

Li, Y., & Liu, Q. (2021). A comprehensive review study of cyber-attacks and cyber security ; Emerging trends and recent developments. Energy Reports, 7, 8176–8186. https://doi.org/10.1016/j.egyr.2021.08.126

Luh, R., Temper, M., Tjoa, S., Schrittwieser, S., & Janicke, H. (2021). PenQuest : a gamified attacker / defender meta model for cyber security assessment and education. Journal of Computer Virology and Hacking Techniques, 16(1), 19–61. https://doi.org/10.1007/s11416-019-00342-x

Nations, U. (2015). Transforming our world: the 2030 Agenda for Sustainable Development. United Nations. https://sdgs.un.org/2030agenda

Qiao, S., Zainuddin, S. S. Y. Z., Ng, D. T. K., & Chu, S. K. W. (2022). Examining the effects of mixed and digital gamification on students ’ learning performance , cognitive engagement and course satisfaction. (February), 1–20. https://doi.org/10.1111/bjet.13249

Rahmansyah, N., Kurniati, I., Aisha, A. A. N., Mardiani, E., Putri, F. E., & Sugiyono. (2025). Analisa pengaruh puasa terhadap performa dan minat belajar siswa sdn gandaria utara 03 selama bulan ramadhan. Jurnal Ilmiah Manjemen, Organisasi Dan Bisnis, 14, 1–6.

Rahmi, W. (2024). Analytical Study of Experiential Learning : Experiential Learning Theory in Learning Activities. 5, 115–126. https://doi.org/10.62775/edukasia.v5i2.1113

Siber, D. O. K. (2024). Lanskap keamanan siber indonesia 2024 (Number 70).

Singh, P., Hoon, T. S., Nasir, A. M., Ramly, A. M., Rasid, S. M., & Meng, C. C. (2021). Card game as a pedagogical tool for numeracy skills development. 10(2), 693–705. https://doi.org/10.11591/ijere.v10i2.20722

Sodikin, R. A., & Hikmawan, R. (2023). Analysis of Gamification in Cybersecurity Education for Students: A Systematic Literature Review. 8(2).

Sonjaya, R. P., Aliyya, F. R., & Naufal, S. (2025). Pengujian Prasyarat Analisis Data Nilai Kelas : Uji Normalitas dan Uji Homogenitas. 9, 1627–1639.

Sousa, C., Rye, S., Sousa, M., Torres, P. J., Perim, C., & Ennami, S. A. M. F. (2023). Playing at the school table : Systematic literature review of board , tabletop , and other analog game-based learning approaches. (June). https://doi.org/10.3389/fpsyg.2023.1160591

Statistik, B. P. (2024). Statistik Telekomunikasi Indonesia 2024. https://www.bps.go.id/id/publication/2025/08/29/beaa2be400eda6ce6c636ef8/statistik-telekomunikasi-indonesia-2024.html

Staus, N. L., Connell, K. O., & Storksdieck, M. (2021). Addressing the Ceiling Effect when Assessing STEM Out-Of-School Time Experiences. 6(July), 1–9. https://doi.org/10.3389/feduc.2021.690431

Sullivan, G. M., & Feinn, R. (2012). Using Effect Size—or Why the P Value Is Not Enough. (September), 279–282.

Wang, L. H., Chen, B., Hwang, G. J., Guan, J. Q., & Wang, Y. Q. (2022). Effects of digital game ‑ based STEM education on students ’ learning achievement : a meta ‑ analysis. International Journal of STEM Education. https://doi.org/10.1186/s40594-022-00344-0

Whitelock, D., Goshtasbpour, F., Pitt, B., Ferguson, R., Whitelock, D., Goshtasbpour, F., Pitt, B., & Ferguson, R. (2024). Capacity building for digital education. Open Learning: The Journal of Open, Distance and e-Learning, 39(2), 105–111. https://doi.org/10.1080/02680513.2024.2317894

Yasin, A., Fatima, R., Jiangbin, Z., Afzal, W., & Raza, S. (2024). Can serious gaming tactics bolster spear-phishing and phishing resilience ? : Securing the human hacking in Information Security. Information and Software Technology, 170(February), 107426. https://doi.org/10.1016/j.infsof.2024.107426

Yusup, F. (2018). UJI VALIDITAS DAN RELIABILITAS INSTRUMEN PENELITIAN KUANTITATIF. 7(1), 17–23.

Zou, W., Purington, A., Masur, P. K., Whitlock, J., & Bazarova, N. N. (2024). Computers & Education Examining learners ’ engagement patterns and knowledge outcome in an experiential learning intervention for youth ’ s social media literacy. Computers & Education, 216(May 2023), 105046. https://doi.org/10.1016/j.compedu.2024.105046

Published

2026-10-07

How to Cite

Maulida, N., & Hikmawan, R. (2026). CHYPER: A Low-Cost, Card-Based Solution for Building Cybercrime Resistance Among Middle School Students. Jurnal Paedagogy, 13(4). https://doi.org/10.33394/jp.v13i4.21330

Citation Check