Poompimol S.Panjaburee P.Sajjapanroj S.Changpetch C.Tapingkae P.Ingkavara T.Mahidol University2024-04-142024-04-142024-01-01International Journal of Mobile Learning and Organisation Vol.18 No.2 (2024) , 135-1681746725Xhttps://repository.li.mahidol.ac.th/handle/123456789/97973The COVID-19 pandemic forced schools to move instruction online and learning from home, laying on learning anywhere and anytime at the students’ own pace. This study designed and implemented ubiquitous learning with the digital board game in response to government-issued learn-at-home and work-from-home orders. The present paper also shows how the multimedia debriefing method supports a digital board game for ubiquitous learning in the course of cyberbullying behaviour. A repeated measure experiment with 56 middle school students showed that students’ conceptions and perceptions of cyberbullying behaviours improved significantly after gaming with multimedia debriefing sessions compared to gaming without multimedia debriefing sessions. Additionally, the students were asked to respond to a self-reported questionnaire and were interviewed. The results revealed that they had a positive experience with the multimedia debriefing method and perceived the ubiquitous game-based learning as an effective environment that helped improve their learning regarding cyberbullying conceptions.Computer ScienceSocial SciencesUbiquitous game-based learning with a multimedia debriefing on cyberbullying during the COVID-19 pandemicArticleSCOPUS10.1504/IJMLO.2024.1376102-s2.0-8518969414917467268