4,657 research outputs found

    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

    Guidelines for cybersecurity education campaigns

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    In our technology- and information-infused world, cyberspace is an integral part of modern-day society. As the number of active cyberspace users increases, so too does the chances of a cyber threat finding a vulnerable target increase. All cyber users who are exposed to cyber risks need to be educated about cyber security. Human beings play a key role in the implementation and governing of an entire cybersecurity and cybersafety solution. The effectiveness of any cybersecurity and cybersafety solutions in a societal or individual context is dependent on the human beings involved in the process. If these human beings are either unaware or not knowledgeable about their roles in the security solution they become the weak link in these cybersecurity solutions. It is essential that all users be educated to combat any threats. Children are a particularly vulnerable subgroup within society. They are digital natives and make use of ICT, and online services with increasing frequency, but this does not mean they are knowledgeable about or behaving securely in their cyber activities. Children will be exposed to cyberspace throughout their lifetimes. Therefore, cybersecurity and cybersafety should be taught to children as a life-skill. There is a lack of well-known, comprehensive cybersecurity and cybersafety educational campaigns which target school children. Most existing information security and cybersecurity education campaigns limit their scope. Literature reports mainly on education campaigns focused on primary businesses, government agencies and tertiary education institutions. Additionally, most guidance for the design and implementation of security and safety campaigns: are for an organisational context, only target organisational users, and mostly provide high-level design recommendations. This thesis addressed the lack of guidance for designing and implementing cybersecurity and cybersafety educational campaigns suited to school learners as a target audience. The thesis aimed to offer guidance for designing and implementing education campaigns that educate school learners about cybersecurity and cybersafety. This was done through the implementation of an action research process over a five-year period. The action research process involved cybersecurity and cybersafety educational interventions at multiple schools. A total of 18 actionable guidelines were derived from this research to guide the design and implementation of cybersecurity and cybersafety education campaigns which aim to educate school children

    Aerospace Cyber-Physical Systems Education

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    Peer Reviewedhttp://deepblue.lib.umich.edu/bitstream/2027.42/106495/1/AIAA2013-4809.pd

    Teaching Twitter: Re-enacting the Paris Commune and the Battle of Stalingrad

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