Teaching Cybersecurity to High School Students Through CyberEscape Room in the Metaverse

Recent studies show that many cyber-attacks stem from users' lack of awareness or negligence. This issue can be addressed by increasing cybersecurity awareness in early stage among high school students through immersive learning experiences. A CyberEscape room-based learning environment, which uses game-based learning, engages students in solving complex cybersecurity problems within a time limit. This work-in-progress paper explores key aspects of CyberEscape room design and its potential effectiveness in high school cybersecurity education. The paper also proposes the use of the Experience Pyramid model (as applied in [15]) in designing high school CyberEscape rooms. When implemented in Metaverse, this environment enables students to virtually engage in cybersecurity tasks, providing greater flexibility and enhanced learning experience. As part of this work-in-progress, the paper outlines how CyberEscape game levels can be designed within Metaverse.

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Publication Details

Published
2025-03-15
DOI
https://doi.org/10.1109/isec64801.2025.11147411
Primary Topic
Internet of Things and AI
Type
article
Field-Weighted Citation Impact
0.00
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article

Teaching Cybersecurity to High School Students Through CyberEscape Room in the Metaverse

Gahangir Hossain, Srikar Reddy Kanthala
Internet of Things and AI
article

Teaching Cybersecurity to High School Students Through CyberEscape Room in the Metaverse

Gahangir Hossain, Srikar Reddy Kanthala
article en

Abstract

Recent studies show that many cyber-attacks stem from users' lack of awareness or negligence. This issue can be addressed by increasing cybersecurity awareness in early stage among high school students through immersive learning experiences. A CyberEscape room-based learning environment, which uses game-based learning, engages students in solving complex cybersecurity problems within a time limit. This work-in-progress paper explores key aspects of CyberEscape room design and its potential effectiveness in high school cybersecurity education. The paper also proposes the use of the Experience Pyramid model (as applied in [15]) in designing high school CyberEscape rooms. When implemented in Metaverse, this environment enables students to virtually engage in cybersecurity tasks, providing greater flexibility and enhanced learning experience. As part of this work-in-progress, the paper outlines how CyberEscape game levels can be designed within Metaverse.

University of North Texas (US)
Openalex Percentile: Top 65%
Internet of Things and AI
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