Due to the COVID-19 lockdown, public education has been forced to hold classes online, which increases the time students are on the internet at home. While this situation has significantly reduced the incidence of physical violence between students, cyberbullying has increased sharply, even among younger students. This paper examines a program developed to educate elementary school students on how to best respond to cyberbullying—a social issue that hinders the achievement of sustainable development goals (SDGs). The program was applied to students, and the educational effects were tracked. First, we analyzed education programs in South Korea and the United States that teach students how to cope with cyberbullying, extracted characteristic parts, and developed the online education program in accordance with the current situation in South Korea. Next, we conducted an online education preference survey through an independent sample t-test and one-way ANOVA. As a result, regardless of gender and grade, most study subjects preferred online education. In addition, we conducted a paired sample t-test to determine the prevention and response effects of suggested online education programs. According to the test, the study subjects experienced less cyberbullying and victimization after participating in the online education program. Additional benefits were the students’ increased ability to defend against cyberbullying and a decreased need for defenders and assistants in warding off the cyberbullies.
The blockchain education program based on the ASSURE model proposed in this article is of value because it can be applied in blended learning during the COVID-19 pandemic, using learning games to facilitate self-directed learning. We developed the education program in accordance with the six steps of the education design process of the ASSURE model. Firstly, we assessed learners to identify digital literacy issues of South Korean elementary students and jobs desired by them. Secondly, the objective of blockchain education was defined as improving awareness of and attention to blockchain technology by elementary students. Thirdly, gamification applied lessons were used as a teaching method, with educational media and data developed as worksheets and materials that can be used both online and offline. Fourthly, the educational contents and teaching aids were tested to evaluate the developed learning materials. Fifthly, the learning games were designed to offer rewards. Last, we designed the program to teach the principles of consensus mechanisms, private blockchain, and public blockchain. Education experts’ feedback was analyzed using technical statistics and LDA-based topic modeling to assess and modify the program. The education program design approach incorporating gamification elements was effective but needed expansion in coverage to include level-based teaching elements.
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