Authors:
Rene Roepke
and
Ulrik Schroeder
Affiliation:
Learning Technologies Research Group, RWTH Aachen University, Ahornstrasse 55, 52074 Aachen and Germany
Keyword(s):
Cybersecurity Education, Serious Games, Game-based Learning, End-users and Risk Awareness.
Related
Ontology
Subjects/Areas/Topics:
Computer-Supported Education
;
e-Learning
;
e-Learning Hardware and Software
;
Game-Based and Simulation-Based Learning
;
Instructional Design
;
Learning/Teaching Methodologies and Assessment
;
Lifelong Learning: Continuing Professional Training & Development
;
Social Context and Learning Environments
Abstract:
When it comes to game-based approaches for cyber security education for end-users, similarities can be drawn to the problem with teaching Defence against the Dark Arts at Hogwarts. While teachers do not last due to the position’s curse, game-based approaches in cyber security education for end-users often do not survive the prototype phase and hence, they are not available to the public. In this paper, we review game-based learning applications and serious games for cyber security education for end-users to respond to two hypotheses. First, we expect that not many games for end-users without prior knowledge and skills in Computer Science (CS) are available. Next, we hypothesize that available games do not teach sustainable knowledge or skills in CS to properly qualify end-users. For review, we use a two-fold approach including a systematic literature review and a product search. As a result, we falsified the first hypothesis and found indicators verifying the second. Future work incl
udes a closer look on available games with respect to game mechanisms, technologies and design principles.
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