ABSTRACT
With the advancement of technology and the development of new tools, games, applications and social media sites, it is getting difficult every day to keep up with threats and vulnerabilities associated with these tools, apps or websites, especially for children. The goal of this research is to investigate and further develop new knowledge and tools that will be helpful and effective to teach the children about cyber security by performing various gamified actions in a playful, engaging and motivating manner. The methodology of this research would be both qualitative and quantitative, using interviews, questionnaires, focus group and observations. Initially, this project will define the theoretical and existing practices of cyber security awareness education for children. In the next phase, this research will design and implement interventions based on learning activities like workshops and collaborative tasks; followed by empirical test and evaluation of the proposed interventions.
- Hamdan, Z., Obaid, I., Ali, A., Hussain, H., Rajan, A. V. and Ahamed, J. (2013). Protecting teenagers from potential internet security threats", International Conference on Cur-rent Trends in Information Technology (CTIT), pp. 143--152.Google ScholarCross Ref
- Gjertsen, E., Gjære, E., Bartnes, M. and Flores, W. (2017). Gamification of Information Security Awareness and Training. In Proceedings of the 3rd International Conference on Information Systems Security and Privacy (ICISSP), pp 59--70.Google ScholarCross Ref
- Giannakas, F., Kambourakis, G., Papasalouros, A., and Gritzalis, S. (2016). Security education and awareness for k-6 going mobile. International Journal of Interactive Mobile Technologies (ijim), 10(2), 41- 48.Google ScholarCross Ref
- Giannakas, F., Papasalouros, A., Kambourakis, G and Gritzalis, F. (2019). A comprehensive cybersecurity learning platform for elementary education, Information Security Journal: A Global Perspective, 28:3, 81--106.Google ScholarCross Ref
- Kim, B. (2015). The popularity of gamification in the mobile and social era, Library Technology Reports, 51(2), 5--9.Google Scholar
- Karagiorgas, D. N. and Niemann, S. (2017). Gamification and Game-Based Learning, Journal of Educational Technology Systems, 45(4), 499--519.Google ScholarCross Ref
- Kim, J. T. and Lee, W. H. (2015). Dynamical model for gamification of learning, Multimedia Tools and Applications, 74(19), 8483--8493.Google ScholarDigital Library
- de Byl, P. (2013). Factors at play in tertiary curriculum gamification. International Journal of Game-Based Learning, 3(2), 1--21.Google ScholarDigital Library
- Roepke, R. and Schroeder, U. (2019). The Problem with Teaching Defense against the Dark Arts: A Review of Game-based Learning Applications and Serious Games for Cyber Security Education. In Proceedings of the 11th International Conference on Computer Supported Education - Volume 2, pages 58--66.Google ScholarCross Ref
- Tsirtsis, A., Tsapatsoulis, N., Stamatelatos, M., Papadamou, K. and Sirivianos, M. (2016). Cyber security risks for minors: A taxonomy and a software architecture, 11th Inter-national Workshop on Semantic and Social Media Adaptation and Personalization, pp. 93--99.Google ScholarCross Ref
- Guan, J. and Huck, J. (2012). Children in the digital age: exploring issues of cybersecurity, In: Proceedings of the 2012 iConference, pp 506--507.Google ScholarDigital Library
- Wang, F. and Hannafin, M. J. (2005). Design-based research and technology-enhanced learning environments. Educational Technology Research and Development, volume 53, 5--23.Google ScholarCross Ref
- Kitchenham, B. A. (2004). Procedures for Undertaking Systematic Reviews, Joint Technical Report, Computer Science Department, Keele University (TR/SE-0401) and National ICT Australia Ltd. (0400011T.1).Google Scholar
- Reeves, T.C. (2006). Design research from a technology perspective. In J. van den Akker, K. Gravemeijer, S. McKenney & N. Nieveen (Eds.), Educational design research, p. 52--66. London: Routledge.Google Scholar
- Arachchilage, N. A. G. and Love, S. (2013). A game design framework for avoiding phishing attacks, Computers in Human Behavior, vol. 29, no. 3, pp. 706--714.Google ScholarDigital Library
- Raman, R., Lal, A. and Achuthan, K. (2014). Serious games based approach to cyber security concept learning: Indian context, 2014 International Conference on Green Computing Communication and Electrical Engineering (ICGCCEE), Coimbatore, pp. 1--5.Google ScholarCross Ref
- Micallef, N. and Arachchilage, N. A. G. (2017). Involving Users in the Design of a Serious Game for Security Questions Education. arXiv preprint arXiv:1710.03888.Google Scholar
- Beckers, K., Pape, S. and Fries, V. (2016). HATCH: hack and trick capricious humans-a serious game on social engineering, in Proceedings of the 30th International BCS Human Computer Interaction Conference: Companion Volume, p. 34: BCS Learning & Development Ltd.Google ScholarCross Ref
- "Cybersecurity Lab | NOVA Labs | PBS." [Online]. Retrieved March 28, 2020 from http://www.pbs.org/wgbh/nova/labs/lab/cyber.Google Scholar
Index Terms
- Cyber security education for children through gamification: research plan and perspectives
Recommendations
Development of cyber information security education and training system
Due to recent expansion of internet, use of personal internet banking and E-commerce is rapidly increasing. Additionally, services and marketing in corporations, government and banks are rapidly increasing mostly at the internet shopping malls and web ...
Cyber Security Education Using Integrative Learning Module for an Optimum Learning Experience
Advances in Visual InformaticsAbstractSince our world is getting more connected through information technology, home internet users, businesses, and the country’s security and defences are prone to threats by cyber-attacks. Therefore, it is important to improve the nation’s cyber ...
Using a Game to Explore Notions of Responsibility for Cyber Security in Organisations
CHI EA '19: Extended Abstracts of the 2019 CHI Conference on Human Factors in Computing SystemsImproving the cyber literacy of employees reduces a company's risk of cyber security breach. Game-based methods are found to be more effective in teaching users how to avoid fraudulent phishing links than traditional learning material such as videos and ...
Comments