We discuss our methods and justifications for game design decisions. We identify three major learning outcomes that must be met by our game designs. Through a literature review, we create a three-tier taxonomy of games and discover that most education cybersecurity games do not have empirically proven efficacy. We discuss our prototyping process and justify our game design decisions. We test the game with thirteen children in our target age range and identify four major themes: Mixed views on education and career goals, diverse opinions about developers' appearance and interests, impact of background knowledge, and two modes of character driven decisions. These observations support our thesis that type three games would be useful for addres...
In the last few years, serious games have become popular, with a consensus of the benefits for teach...
In the last few years, serious games have become popular, with a consensus of the benefits for teach...
© 2017 Elsevier B.V. Context: Security, in digitally connected organizational environments of today,...
2020 Celebration of Student Research and Creativity presentation"Cybersecurity educational games hav...
Part 4: EducationInternational audienceSerious games are becoming more popular because they provide ...
In today's digital age, there exists a pressing need to educate students about cybersecurity princip...
Game based learning is a new game play mechanism that the players explore various aspects of game pl...
In today's digital age, there exists a pressing need to educate students about cybersecurity princip...
Serious games are becoming more popular because they provide an opportunity for learning in a natura...
The increasing demand for global cybersecurity workforce made it a critical mission for universities...
Cyber attacks have been increasing, and there have been many media reports of attacks against large ...
Nowadays, cybersecurity plays an integral role for everyone’s online presence where extensive usage ...
Social maladjustment places children at risk in early life as they are integral to many emotional, b...
This study was conducted as part of a more complex experimental research study on cybersecurity educ...
In this paper, we propose an educational game framework allowing instructors to customise the game’s...
In the last few years, serious games have become popular, with a consensus of the benefits for teach...
In the last few years, serious games have become popular, with a consensus of the benefits for teach...
© 2017 Elsevier B.V. Context: Security, in digitally connected organizational environments of today,...
2020 Celebration of Student Research and Creativity presentation"Cybersecurity educational games hav...
Part 4: EducationInternational audienceSerious games are becoming more popular because they provide ...
In today's digital age, there exists a pressing need to educate students about cybersecurity princip...
Game based learning is a new game play mechanism that the players explore various aspects of game pl...
In today's digital age, there exists a pressing need to educate students about cybersecurity princip...
Serious games are becoming more popular because they provide an opportunity for learning in a natura...
The increasing demand for global cybersecurity workforce made it a critical mission for universities...
Cyber attacks have been increasing, and there have been many media reports of attacks against large ...
Nowadays, cybersecurity plays an integral role for everyone’s online presence where extensive usage ...
Social maladjustment places children at risk in early life as they are integral to many emotional, b...
This study was conducted as part of a more complex experimental research study on cybersecurity educ...
In this paper, we propose an educational game framework allowing instructors to customise the game’s...
In the last few years, serious games have become popular, with a consensus of the benefits for teach...
In the last few years, serious games have become popular, with a consensus of the benefits for teach...
© 2017 Elsevier B.V. Context: Security, in digitally connected organizational environments of today,...