Abstract
This research aims to develop a Metaverse-based CBT program that can enhance the Gaming Literacy of elementary school students. The program is designed and proposed through this study. After that, Mixed between(experimental, comparison, control groups)–within(pre, post, follow-up) subjects ANOVA is conducted to validate the effectiveness of the program. The research target is the higher-grade students of elementary school. Total of 84 students are involved in this research; 26 and 28 students are experimental and comparison groups respectively, remaining 30 students are considered as a control group. The research findings revealed that the experimental group exhibited significant effects in overall Gaming Literacy scores compared to the comparison and control groups. This study provides a valuable opportunity that can expand psychoeducational counseling to digital space by suggesting a new digital-based way of adolescent counseling.
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