Improving the Cybersecurity Awareness of Young Adults through a Game-Based Informal Learning Strategy

Knowing about a danger is not enough to avoid it. Our daily lives offer countless examples of occasions in which we act imprudently for various reasons, even though we know we are taking risks. Nevertheless, circumstances in which we lack the necessary knowledge can lead us to run into unpleasant or harmful situations without being aware of it. In cybersecurity, knowledge of the dangers (as well as the mechanics of a possible attack) makes a huge difference. This is why specific training is provided in organizations, along with awareness campaigns. However, security training is often generic, boring, and a mere fulfillment of obligations rather than a tool for behavioral change. Today, we can deliver content through various devices and platforms that people access for both work and leisure, so that learning can happen incidentally and with almost no effort. Distributing knowledge in small, dedicated units creates the conditions for lasting, effective learning and is more effective than teaching through traditional courses (whether delivered in-person or online). In this article, we present an ongoing project on cybersecurity informal learning, including the design of a small video game. The intervention is aimed at helping young adults (18–25 years) to understand the mechanics of cookies and their role in the dynamics of cyberattacks. Consistent with the idea that a comprehensive course may be unsuitable for delivering cybersecurity training, the game covers and deliberately limits itself to that topic only. We also provide detailed considerations related to the evaluation of its effectiveness, although this is outside the scope of the present paper.

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Information
Published
2024-10-03
DOI
https://doi.org/10.3390/info15100607
Citations
5
Primary Topic
Educational Games and Gamification
Type
article
Field-Weighted Citation Impact
3.95
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article

Improving the Cybersecurity Awareness of Young Adults through a Game-Based Informal Learning Strategy

Francesco Di Nocera, Giorgia Tempestini, Sara Merà, Marco Pietro Palange et al.
5 citations
Information
Educational Games and Gamification
3.95
article

Improving the Cybersecurity Awareness of Young Adults through a Game-Based Informal Learning Strategy

Francesco Di Nocera, Giorgia Tempestini, Sara Merà, Marco Pietro Palange, Alexandra Bucciarelli
article en
5 citations

Abstract

Knowing about a danger is not enough to avoid it. Our daily lives offer countless examples of occasions in which we act imprudently for various reasons, even though we know we are taking risks. Nevertheless, circumstances in which we lack the necessary knowledge can lead us to run into unpleasant or harmful situations without being aware of it. In cybersecurity, knowledge of the dangers (as well as the mechanics of a possible attack) makes a huge difference. This is why specific training is provided in organizations, along with awareness campaigns. However, security training is often generic, boring, and a mere fulfillment of obligations rather than a tool for behavioral change. Today, we can deliver content through various devices and platforms that people access for both work and leisure, so that learning can happen incidentally and with almost no effort. Distributing knowledge in small, dedicated units creates the conditions for lasting, effective learning and is more effective than teaching through traditional courses (whether delivered in-person or online). In this article, we present an ongoing project on cybersecurity informal learning, including the design of a small video game. The intervention is aimed at helping young adults (18–25 years) to understand the mechanics of cookies and their role in the dynamics of cyberattacks. Consistent with the idea that a comprehensive course may be unsuitable for delivering cybersecurity training, the game covers and deliberately limits itself to that topic only. We also provide detailed considerations related to the evaluation of its effectiveness, although this is outside the scope of the present paper.

InformationVol. 15(10)
Sapienza University of Rome (IT)
Openalex Percentile: Top 6%
Educational Games and Gamification
3.95
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Improving the Cybersecurity Awareness of Young Adults through a Game-Based Informal Learning Strategy — Francesco Di Nocera, Giorgia Tempestini, et al. · Information (2024) | TGRS Research Map | TGRS