Location via proxy:   [ UP ]  
[Report a bug]   [Manage cookies]                
skip to main content
10.1145/3125659.3125669acmconferencesArticle/Chapter ViewAbstractPublication PagesiteConference Proceedingsconference-collections
abstract

Using a Game to Teach About Phishing

Published: 27 September 2017 Publication History

Abstract

Cyber security education has become increasingly critical as we spend more of our everyday lives online. Research shows that college students are mostly unaware of many online dangers. To teach students about cyber security using their preferred medium, gaming, we developed an educational 2D game called Bird's Life that aims to teach college students about phishing. Players will come to understand phishing attacks and how to avoid them in real world scenarios through a fun gaming context. The game can be deployed to multiple platforms such as PC, web and mobile devices. To measure the effect of this game on learning the concepts of cyber security, a pre-test, post-test and online survey were developed and used in the evaluation process. In Spring 2017, the game was used in the CSC1310 Computer programming I class and CSC3332 Fundamentals of Internet Systems class at Winston-Salem State University. Initial classroom evaluations show that students love this type of learning and they did perform better in the post-test after playing the game.

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
  • (2023)Tailoring a Persuasive Game to Promote Secure Smartphone BehaviourProceedings of the 2023 CHI Conference on Human Factors in Computing Systems10.1145/3544548.3581038(1-18)Online publication date: 19-Apr-2023
  • (2022)More Than Meets the Eye - An Anti-Phishing Learning Game with a Focus on Phishing EmailsGames and Learning Alliance10.1007/978-3-031-22124-8_12(118-126)Online publication date: 30-Nov-2022
  • Show More Cited By

Recommendations

Comments

Information & Contributors

Information

Published In

cover image ACM Conferences
SIGITE '17: Proceedings of the 18th Annual Conference on Information Technology Education
September 2017
202 pages
ISBN:9781450351003
DOI:10.1145/3125659
Permission to make digital or hard copies of part or all 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 third-party components of this work must be honored. For all other uses, contact the Owner/Author.

Sponsors

Publisher

Association for Computing Machinery

New York, NY, United States

Publication History

Published: 27 September 2017

Check for updates

Author Tags

  1. cyber security
  2. game-based learning
  3. mobile devices
  4. phishing
  5. unity

Qualifiers

  • Abstract

Funding Sources

  • Collaborative Research Experience for Undergraduates (CREU) via AYUR program

Conference

SIGITE/RIIT 2017
Sponsor:

Acceptance Rates

SIGITE '17 Paper Acceptance Rate 23 of 58 submissions, 40%;
Overall Acceptance Rate 176 of 429 submissions, 41%

Contributors

Other Metrics

Bibliometrics & Citations

Bibliometrics

Article Metrics

  • Downloads (Last 12 months)29
  • Downloads (Last 6 weeks)0
Reflects downloads up to 26 Sep 2024

Other Metrics

Citations

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
  • (2023)Tailoring a Persuasive Game to Promote Secure Smartphone BehaviourProceedings of the 2023 CHI Conference on Human Factors in Computing Systems10.1145/3544548.3581038(1-18)Online publication date: 19-Apr-2023
  • (2022)More Than Meets the Eye - An Anti-Phishing Learning Game with a Focus on Phishing EmailsGames and Learning Alliance10.1007/978-3-031-22124-8_12(118-126)Online publication date: 30-Nov-2022
  • (2022)Smartphone Security and Privacy – A Gamified Persuasive Approach with Protection Motivation TheoryPersuasive Technology10.1007/978-3-030-98438-0_7(89-100)Online publication date: 29-Mar-2022
  • (2021)SoKProceedings of the Seventeenth USENIX Conference on Usable Privacy and Security10.5555/3563572.3563590(339-357)Online publication date: 9-Aug-2021
  • (2021)I Don’t Need an Expert! Making URL Phishing Features Human ComprehensibleProceedings of the 2021 CHI Conference on Human Factors in Computing Systems10.1145/3411764.3445574(1-17)Online publication date: 6-May-2021
  • (2021)PERMARUN- A Persuasive Game to Improve User Awareness and Self-Efficacy Towards Secure Smartphone BehaviourExtended Abstracts of the 2021 CHI Conference on Human Factors in Computing Systems10.1145/3411763.3451781(1-7)Online publication date: 8-May-2021
  • (2020)Design of a cyber security awareness campaign to be implemented in a quarantine laboratoryJournal of Computing Sciences in Colleges10.5555/3417682.341768335:9(11-18)Online publication date: 12-Aug-2020
  • (2020)Computational games in STEM courses: a systematic review of the literature2020 IEEE Frontiers in Education Conference (FIE)10.1109/FIE44824.2020.9274071(1-8)Online publication date: 21-Oct-2020

View Options

Get Access

Login options

View options

PDF

View or Download as a PDF file.

PDF

eReader

View online with eReader.

eReader

Media

Figures

Other

Tables

Share

Share

Share this Publication link

Share on social media