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 in | 2021 IEEE 11th Annual Computing and Communication Workshop and Conference (CCWC) pp. 0677 - 0682 |
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Main Authors | , |
Format | Conference Proceeding |
Language | English |
Published |
IEEE
27.01.2021
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Subjects | |
Online Access | Get full text |
DOI | 10.1109/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. |
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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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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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