Related papers: Design and Execution Challenges for Cybersecurity …
When using security questions most users still trade-off security for the convenience of memorability. This happens because most users find strong answers to security questions difficult to remember. Previous research in security education…
Awareness of cybersecurity topics, e.g., related to secure coding guidelines, enables software developers to write secure code. This awareness is vital in industrial environments for the products and services in critical infrastructures. In…
With the rising number of cyberattacks, such as ransomware attacks and cyber espionage, educating non-cybersecurity professionals to recognize threats has become more important than ever before. However, traditional training methods, such…
Phishing continues to be a difficult problem for individuals and organisations. Educational games and simulations have been increasingly acknowledged as enormous and powerful teaching tools, yet little work has examined how to engage users…
E-learning is a widely used learning method, but with the development of society, traditional E-learning method has exposed some shortcomings, such as the boring way of teaching, so that it is difficult to increase the enthusiasm of…
Teaching industry staff on cybersecurity issues is a fundamental activity that must be undertaken in order to guarantee the delivery of successful and robust products to market. Much research attention has been devoted to this topic over…
Awareness of cybersecurity topics facilitates software developers to produce secure code. This awareness is especially important in industrial environments for the products and services in critical infrastructures. In this work, we address…
Educational games have been widely used to teach children about cyber security. This systematic literature review reveals evidence of positive learning outcomes, after analysing 91 such games reported in 68 papers published between 2010 and…
Phishing is an online identity theft that aims to steal sensitive information such as username, passwords and online banking details from its victims. Phishing education needs to be considered as a means to combat this threat. This book…
Serious games are defined as applied games that focus on the gamification of an experience (e.g., learning and training activities) and are not strictly for entertainment purposes. In recent years, serious games have become increasingly…
Cybersecurity games are an attractive and popular method of active learning. However, the majority of current games are created for advanced players, which often leads to frustration in less experienced learners. Therefore, we decided to…
Gamification and Serious Games are progressively being used over a host of fields, particularly to support education. Such games provide a new way to engage students with content and can complement more traditional approaches to learning.…
Over the last several decades, computer games started to have a significant impact on society. However, although a computer game is a type of software, the process to conceptualize, produce and deliver a game could involve unusual features.…
Naturally, university courses should be designed to attract students, engaging them to achieve learning goals. Toward this end, the use of Serious Games has been proposed in the literature. To address positive effects, such as content…
Serious games are simulation software designed to assist people in learning the practical concepts of various application fields such as Health, wellness, Education and Culture. People improve their individual knowledge, skills and attitude…
Adversary thinking is an essential skill for cybersecurity experts, enabling them to understand cyber attacks and set up effective defenses. While this skill is commonly exercised by Capture the Flag games and hands-on activities, we…
The video game industry plays an essential role in the entertainment sphere of our society. However, from Monopoly to Flight Simulators, serious games have also been appealing tools for learning a new language, conveying values, or training…
This Work-In-Progress Paper for the Innovative Practice Category presents a novel experiment in active learning of cybersecurity. We introduced a new workshop on hacking for an existing science-popularizing program at our university. The…
Advances in technology, a growing pool of sensitive data, and heightened global tensions has increased the demand for skilled cybersecurity professionals. Despite the recent increase in attention given to cybersecurity education,…
This entry introduces educational games in secondary schools. Educational games include three main types of educational activities with a playful learning intention supported by digital technologies: educational serious games, educational…