1,822 research outputs found

    Using a Game to Improve Phishing Awareness

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    Cybersecurity education has become increasingly critical as we spend more of our everyday lives online. Research shows that college students are mostly unaware of the many online dangers. To teach students about cybersecurity using their preferred medium, gaming, we developed an educational 2D game called “Bird’s Life” that aims to teach college students, as well as general interest individuals, about phishing. Players will come to understand phishing attacks and how to avoid them in real-world scenarios through a fun gaming context. The game can be deployed to multiple platforms such as PC, web, and mobile devices. To measure the effect of this game on learning the concepts of cybersecurity, a pre-test, post-test, and online survey were developed and used in the evaluation process. In Spring 2017, the Windows version of the game was used in two courses in our department (CSC1310 Computer Programming I and CSC3332 Fundamentals of Internet Systems). In Spring 2018, it was used in five sections of one general education course (CSC1306 Computer and Its Use I)

    Gamification techniques for raising cyber security awareness

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    Due to the prevalence of online services in modern society, such as internet banking and social media, it is important for users to have an understanding of basic security measures in order to keep themselves safe online. However, users often do not know how to make their online interactions secure, which demonstrates an educational need in this area. Gamification has grown in popularity in recent years and has been used to teach people about a range of subjects. This paper presents an exploratory study investigating the use of gamification techniques to educate average users about password security, with the aim of raising overall security awareness. To explore the impact of such techniques, a role-playing quiz application (RPG) was developed for the Android platform to educate users about password security. Results gained from the work highlightedthat users enjoyed learning via the use of the password application, and felt they benefitted from the inclusion of gamification techniques. Future work seeks to expand the prototype into a full solution, covering a range of security awareness issues

    Developing and evaluating a five minute phishing awareness video

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    Confidence tricksters have always defrauded the unwary. The computer era has merely extended their range and made it possible for them to target anyone in the world who has an email address. Nowadays, they send phishing messages that are specially crafted to deceive. Improving user awareness has the potential to reduce their effectiveness. We have previously developed and empirically-validated phishing awareness programmes. Our programmes are specifically designed to neutralize common phish-related misconceptions and teach people how to detect phishes. Many companies and individuals are already using our programmes, but a persistent niggle has been the amount of time required to complete the awareness programme. This paper reports on how we responded by developing and evaluating a condensed phishing awareness video that delivered phishing awareness more efficiently. Having watched our video, participants in our evaluation were able to detect phishing messages significantly more reliably right after watching the video (compared to before watching the video). This ability was also demonstrated after a retention period of eight weeks after first watching the video

    Changing users' security behaviour towards security questions: A game based learning approach

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    Fallback authentication is used to retrieve forgotten passwords. Security questions are one of the main techniques used to conduct fallback authentication. In this paper, we propose a serious game design that uses system-generated security questions with the aim of improving the usability of fallback authentication. For this purpose, we adopted the popular picture-based "4 Pics 1 word" mobile game. This game was selected because of its use of pictures and cues, which previous psychology research found to be crucial to aid memorability. This game asks users to pick the word that relates to the given pictures. We then customized this game by adding features which help maximize the following memory retrieval skills: (a) verbal cues - by providing hints with verbal descriptions, (b) spatial cues - by maintaining the same order of pictures, (c) graphical cues - by showing 4 images for each challenge, (d) interactivity/engaging nature of the game.Comment: 6, Military Communications and Information Systems Conference (MilCIS), 2017. arXiv admin note: substantial text overlap with arXiv:1707.0807

    A Survey of Serious Games for Cybersecurity Education and Training

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    Serious games can challenge users in competitive and entertaining ways. Educators have used serious games to increase student engagement in cybersecurity education. Serious games have been developed to teach students various cybersecurity topics such as safe online behavior, threats and attacks, malware, and more. They have been used in cybersecurity training and education at different levels. Serious games have targeted different audiences such as K-12 students, undergraduate and graduate students in academic institutions, and professionals in the cybersecurity workforce. In this paper, we provide a survey of serious games used in cybersecurity education and training. We categorize these games into four types based on the topics they cover and the purposes of the games: security awareness, network and web security, cryptography, and secure software development. We provide a catalog of games available online. This survey informs educators of available resources for cybersecurity education and training using interactive games. Keywords: Serious games; Game-based Learning; Cybersecurity
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