SWINDLERT©: Development of Augmented Reality Game-Based Interactivity for Enhancing Cybercrime Awareness

As digital technologies advance, cybercrime has become a primary global concern, posing threats to individuals and organisations. Despite widespread Internet use, public awareness of cybercrime risks is still limited, emphasising the need for educational initiatives. The lack of engaging educational tools for cybercrime awareness is due to outdated, overly technical approaches that fail to captivate modern audiences. Limited investment and collaboration between cybersecurity experts and educational designers result in resources that are not as appealing or user-friendly as they could be. Therefore, this paper introduces SWINDLERT, an augmented reality (AR) game-based tool in a three-dimensional (3D) environment designed to enhance cybercrime awareness and educate users on early prevention. It addresses three key issues: (i) carelessness in sharing credentials, (ii) lack of cybercrime prevention literacy, and (iii) low student engagement in traditional lecture-based education. It has three main objectives: (i) to identify types of cybersecurity crime prevention, (ii) to develop an edutainment AR mobile game with 3D images, and (iii) to evaluate functionality and security. Using Agile methodology, we conduct user requirements through surveys and test the application at SK Teluk Ketapang, Terengganu, and Universiti Sains Islam Malaysia. 98% agree that SWINDLERT has effectively embedded good gamification elements such as levels, scores and timers. Users benefit from password complexity, email verification, and the ability to retrieve their progress on multiple devices. The game features three levels: beginner, intermediate, and hard. This approach blends immersive technology by integrating an AR quiz-based 3D snake and ladder board gamification to transform education, making learning engaging and enjoyable.

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Publication Details

Journal
Journal of Computing Research and Innovation
Published
2025-03-06
DOI
https://doi.org/10.24191/jcrinn.v10i1.497
Primary Topic
Digital and Cyber Forensics
Type
article
Field-Weighted Citation Impact
0.00
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article

SWINDLERT©: Development of Augmented Reality Game-Based Interactivity for Enhancing Cybercrime Awareness

Farida Ridzuan, Najwa Hayaati Mohd Alwi, Sakinah Ali Pitchay, Muhammad Ali Imran et al.
Journal of Computing Research and Innovation
Digital and Cyber Forensics
article

SWINDLERT©: Development of Augmented Reality Game-Based Interactivity for Enhancing Cybercrime Awareness

Farida Ridzuan, Najwa Hayaati Mohd Alwi, Sakinah Ali Pitchay, Muhammad Ali Imran, A. H. Azni
article en

Abstract

As digital technologies advance, cybercrime has become a primary global concern, posing threats to individuals and organisations. Despite widespread Internet use, public awareness of cybercrime risks is still limited, emphasising the need for educational initiatives. The lack of engaging educational tools for cybercrime awareness is due to outdated, overly technical approaches that fail to captivate modern audiences. Limited investment and collaboration between cybersecurity experts and educational designers result in resources that are not as appealing or user-friendly as they could be. Therefore, this paper introduces SWINDLERT, an augmented reality (AR) game-based tool in a three-dimensional (3D) environment designed to enhance cybercrime awareness and educate users on early prevention. It addresses three key issues: (i) carelessness in sharing credentials, (ii) lack of cybercrime prevention literacy, and (iii) low student engagement in traditional lecture-based education. It has three main objectives: (i) to identify types of cybersecurity crime prevention, (ii) to develop an edutainment AR mobile game with 3D images, and (iii) to evaluate functionality and security. Using Agile methodology, we conduct user requirements through surveys and test the application at SK Teluk Ketapang, Terengganu, and Universiti Sains Islam Malaysia. 98% agree that SWINDLERT has effectively embedded good gamification elements such as levels, scores and timers. Users benefit from password complexity, email verification, and the ability to retrieve their progress on multiple devices. The game features three levels: beginner, intermediate, and hard. This approach blends immersive technology by integrating an AR quiz-based 3D snake and ladder board gamification to transform education, making learning engaging and enjoyable.

Journal of Computing Research and InnovationVol. 10(1)
Universiti Sains Islam Malaysia (MY)
Openalex Percentile: Top 87%
Digital and Cyber Forensics
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