Cybersafety Card Game: Empowering Digital Educators to Teach Cybersafety to Older Adults

Digital inequality remains a significant barrier for many older adults, limiting their ability to navigate online spaces securely and confidently while increasing their susceptibility to cyber threats. In response, we propose a novel shedding-type card game for older adults to conceptually learn and reinforce cyber hygiene practices in educational settings. We asked digital educators to participate as players alongside older adults (n = 16), departing from their usual role as teachers, they collaborated and shared a unique learning experience. The cybersafety game addresses 4 key topics: handling scams, password management, responding to cyber attacks, and staying private. We adopted a mixed-method approach of think-aloud playtesting, semi-structured interviews, and surveys to evaluate the game's reception and impact. Participants reported highly favorable gameplay experiences and found the cybersafety advice useful. Player feedback informed game modifications, detailed in this paper, to further enhance the game's usability and educational value.

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Publication Details

Published
2025-04-23
DOI
https://doi.org/10.1145/3706599.3719806
Citations
3
Primary Topic
Technology Use by Older Adults
Type
article
Field-Weighted Citation Impact
16.78
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article

Cybersafety Card Game: Empowering Digital Educators to Teach Cybersafety to Older Adults

Moya Cronin, Michelle O’Keeffe, Hazel Murray, Ashley Sheil et al.
3 citations
Technology Use by Older Adults
16.78
article

Cybersafety Card Game: Empowering Digital Educators to Teach Cybersafety to Older Adults

Moya Cronin, Michelle O’Keeffe, Hazel Murray, Ashley Sheil, Jacob Camilleri, Melanie Gruben
article en
3 citations

Abstract

Digital inequality remains a significant barrier for many older adults, limiting their ability to navigate online spaces securely and confidently while increasing their susceptibility to cyber threats. In response, we propose a novel shedding-type card game for older adults to conceptually learn and reinforce cyber hygiene practices in educational settings. We asked digital educators to participate as players alongside older adults (n = 16), departing from their usual role as teachers, they collaborated and shared a unique learning experience. The cybersafety game addresses 4 key topics: handling scams, password management, responding to cyber attacks, and staying private. We adopted a mixed-method approach of think-aloud playtesting, semi-structured interviews, and surveys to evaluate the game's reception and impact. Participants reported highly favorable gameplay experiences and found the cybersafety advice useful. Player feedback informed game modifications, detailed in this paper, to further enhance the game's usability and educational value.

Munster Technological University (IE)
Quality Education
Openalex Percentile: Top 1%
Technology Use by Older Adults
16.78
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Cybersafety Card Game: Empowering Digital Educators to Teach Cybersafety to Older Adults — Moya Cronin, Michelle O’Keeffe, et al. · (2025) | TGRS Research Map | TGRS