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Conceptualization of Game Based Approaches for Learning and Training on Cyber Security

Published: 28 September 2017 Publication History

Abstract

Utilizing game based approaches for learning and training on cyber security is a way to foster innovative methods and effectively train learners in highly-motivating settings. In this work, we investigate related works on such approaches. Our study reveals only a limited set of works focusing on diverse target groups and methodologies and a lack of conceptual analysis and design standards. To this end, we analyse the structure of cyber security learning and training approaches that utilize gamification and game based learning notions; we decompose these approaches into their respective elements; we define their relations; and we construct a concept map of pedagogical and technological elements of game based learning and training approaches on cyber security.

References

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A. Nagarajan, J. M. Allbeck, A. Sood, and T. L. Janssen. 2012 May. Exploring game design for cybersecurity training. In Cyber Technology in Automation, Control, and Intelligent Systems (CYBER), 2012 IEEE International Conference on (pp. 256--262). IEEE.
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A. Le Compte, T. Watson and D. Elizondo. 2015. A renewed approach to serious games for cyber security. Cyber Conflict: Architectures in Cyberspace (CyCon), 2015 7th International Conference on. IEEE.
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S. Arnab, T. Lim, M. B. Carvalho, F. Bellotti, S. De Freitas, S. Louchart, N. Suttie, R. Berta and A. De Gloria. 2015. Mapping learning and game mechanics for serious games analysis. British Journal of Educational Technology, 46(2), 391--411.
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B. Winn. 2008. The design, play, and experience framework. Handbook of research on effective electronic gaming in education 3: 1010--1024.
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J. Vykopal, and M. Barták. 2016, August. On the Design of Security Games: From Frustrating to Engaging Learning. In ASE@ USENIX Security Symposium.
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P. D. Allen and K. A. Straub. 2015. Using Games to Enrich Continuous Cyber Training. Johns Hopkins APL Technical Digest, Volume 33, Number 2 (2015), www.jhuapl.edu/techdigest.
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J. A. Amorim, M. Hendrix, S. F. Andler and P. M. Gustavsson. 2013. Gamified training for cyber defence: Methods and automated tools for situation and threat assessment. In NATO Modelling and Simulation Group (MSG) Annual Conference 2013 (MSG-111).

Cited By

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  • (2024)A systematic review of current cybersecurity training methodsComputers and Security10.1016/j.cose.2023.103585136:COnline publication date: 1-Feb-2024
  • (2022)A Game or Notes? The Use of a Customized Mobile Game to Improve Teenagers’ Phishing Knowledge, Case of TanzaniaJournal of Cybersecurity and Privacy10.3390/jcp20300242:3(466-489)Online publication date: 22-Jun-2022
  • (2021)Cyber security training for critical infrastructure protectionComputer Science Review10.1016/j.cosrev.2021.10036140:COnline publication date: 1-May-2021
  • Show More Cited By

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  1. Conceptualization of Game Based Approaches for Learning and Training on Cyber Security

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      PCI '17: Proceedings of the 21st Pan-Hellenic Conference on Informatics
      September 2017
      322 pages
      Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than the author(s) must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected].

      In-Cooperation

      • Greek Com Soc: Greek Computer Society
      • University of Thessaly: University of Thessaly, Volos, Greece

      Publisher

      Association for Computing Machinery

      New York, NY, United States

      Publication History

      Published: 28 September 2017

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      Author Tags

      1. Cyber
      2. game based
      3. learning
      4. learning theories
      5. security
      6. training

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      • Short-paper
      • Research
      • Refereed limited

      Conference

      PCI 2017
      PCI 2017: 21st PAN-HELLENIC CONFERENCE ON INFORMATICS
      September 28 - 30, 2017
      Larissa, Greece

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      Overall Acceptance Rate 190 of 390 submissions, 49%

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      Cited By

      View all
      • (2024)A systematic review of current cybersecurity training methodsComputers and Security10.1016/j.cose.2023.103585136:COnline publication date: 1-Feb-2024
      • (2022)A Game or Notes? The Use of a Customized Mobile Game to Improve Teenagers’ Phishing Knowledge, Case of TanzaniaJournal of Cybersecurity and Privacy10.3390/jcp20300242:3(466-489)Online publication date: 22-Jun-2022
      • (2021)Cyber security training for critical infrastructure protectionComputer Science Review10.1016/j.cosrev.2021.10036140:COnline publication date: 1-May-2021
      • (2021)A Review of Artificial Intelligence to Enhance the Security of Big Data Systems: State-of-Art, Methodologies, Applications, and ChallengesArchives of Computational Methods in Engineering10.1007/s11831-021-09628-029:2(1291-1309)Online publication date: 12-Jul-2021
      • (2020)Engaging Students in Basic Cybersecurity Concepts Using Digital Game-Based Learning: Computer Games as Virtual Learning EnvironmentsAdvances in Core Computer Science-Based Technologies10.1007/978-3-030-41196-1_4(55-81)Online publication date: 19-Jun-2020
      • (2019)Conceptual Framework for Developing Cyber Security Serious Games2019 IEEE Global Engineering Education Conference (EDUCON)10.1109/EDUCON.2019.8725061(872-881)Online publication date: Apr-2019

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