Cyber-Hero: A Gamification framework for Cyber Security Awareness for High Schools Students

People are considered the weakest point in the information systems which causes most of the cyber-attacks successful. The increasing numbers of cyber-attacks indicate that the traditional methodologies of training and awareness are still insufficient to build the necessary cybersecurity skills and c...

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Published in2021 IEEE 11th Annual Computing and Communication Workshop and Conference (CCWC) pp. 0677 - 0682
Main Authors Qusa, Hani, Tarazi, Jumana
Format Conference Proceeding
LanguageEnglish
Published IEEE 27.01.2021
Subjects
Online AccessGet full text
DOI10.1109/CCWC51732.2021.9375847

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Abstract People are considered the weakest point in the information systems which causes most of the cyber-attacks successful. The increasing numbers of cyber-attacks indicate that the traditional methodologies of training and awareness are still insufficient to build the necessary cybersecurity skills and capabilities. Gamification represents a promising methodology to change the behavior of people in the early stages. The objective of this research is not only to verify the effectiveness of gamification but also to provide a constructive application and to propose a framework that helps eventually and iteratively in improving the cyber-security skills and capabilities for high school students in early stages. In this research, we propose a novel framework for information security awareness and training programs, known as Cyber-Hero, that will help fight one of the most popular weaknesses in cybersecurity which is human error. The framework helps in transferring the learning of a narrative set of instructions to be acquired in a serious game, in which students in schools can engage with at an early stage. Such an engagement will educate students on how to create a strong password to protect themselves from cyber-attacks. The preliminary results show incremental progress in the skills and capabilities of cybersecurity for the students using the proposed framework.
AbstractList People are considered the weakest point in the information systems which causes most of the cyber-attacks successful. The increasing numbers of cyber-attacks indicate that the traditional methodologies of training and awareness are still insufficient to build the necessary cybersecurity skills and capabilities. Gamification represents a promising methodology to change the behavior of people in the early stages. The objective of this research is not only to verify the effectiveness of gamification but also to provide a constructive application and to propose a framework that helps eventually and iteratively in improving the cyber-security skills and capabilities for high school students in early stages. In this research, we propose a novel framework for information security awareness and training programs, known as Cyber-Hero, that will help fight one of the most popular weaknesses in cybersecurity which is human error. The framework helps in transferring the learning of a narrative set of instructions to be acquired in a serious game, in which students in schools can engage with at an early stage. Such an engagement will educate students on how to create a strong password to protect themselves from cyber-attacks. The preliminary results show incremental progress in the skills and capabilities of cybersecurity for the students using the proposed framework.
Author Tarazi, Jumana
Qusa, Hani
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Snippet People are considered the weakest point in the information systems which causes most of the cyber-attacks successful. The increasing numbers of cyber-attacks...
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StartPage 0677
SubjectTerms Awareness Campaign
Computer crime
Conferences
Cybersecurity Exercises
Cybersecurity Simulations
Games
Gamification
Information security
Information systems
Password
Training
Training Platform
Title Cyber-Hero: A Gamification framework for Cyber Security Awareness for High Schools Students
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