Skip to main content

2020 | OriginalPaper | Buchkapitel

Game-Based Information Security/Privacy Education and Awareness: Theory and Practice

verfasst von : Stylianos Karagiannis, Thanos Papaioannou, Emmanouil Magkos, Aggeliki Tsohou

Erschienen in: Information Systems

Verlag: Springer International Publishing

Aktivieren Sie unsere intelligente Suche, um passende Fachinhalte oder Patente zu finden.

search-config
loading …

Abstract

This paper reviews and assesses classical and novel methods and tools towards engaging students and workforce in the concepts of information security and privacy. We investigate the theoretical basis for deploying a game-based approach for security/privacy learning and awareness, and assess state-of-the-art tools and methods that could be used as part of a challenge-based or game-based framework for learning, including serious games, CTF platforms, escape rooms, puzzle/interactive books and Alternate Reality Games (ARGs), while also identifying key-elements and important aspects that should be taken into consideration when designing a security and privacy learning/awareness program. For each of the above approaches and tools’ categories, we highlight their potential for using them for education and awareness of information security and privacy.

Sie haben noch keine Lizenz? Dann Informieren Sie sich jetzt über unsere Produkte:

Springer Professional "Wirtschaft+Technik"

Online-Abonnement

Mit Springer Professional "Wirtschaft+Technik" erhalten Sie Zugriff auf:

  • über 102.000 Bücher
  • über 537 Zeitschriften

aus folgenden Fachgebieten:

  • Automobil + Motoren
  • Bauwesen + Immobilien
  • Business IT + Informatik
  • Elektrotechnik + Elektronik
  • Energie + Nachhaltigkeit
  • Finance + Banking
  • Management + Führung
  • Marketing + Vertrieb
  • Maschinenbau + Werkstoffe
  • Versicherung + Risiko

Jetzt Wissensvorsprung sichern!

Springer Professional "Technik"

Online-Abonnement

Mit Springer Professional "Technik" erhalten Sie Zugriff auf:

  • über 67.000 Bücher
  • über 390 Zeitschriften

aus folgenden Fachgebieten:

  • Automobil + Motoren
  • Bauwesen + Immobilien
  • Business IT + Informatik
  • Elektrotechnik + Elektronik
  • Energie + Nachhaltigkeit
  • Maschinenbau + Werkstoffe




 

Jetzt Wissensvorsprung sichern!

Springer Professional "Wirtschaft"

Online-Abonnement

Mit Springer Professional "Wirtschaft" erhalten Sie Zugriff auf:

  • über 67.000 Bücher
  • über 340 Zeitschriften

aus folgenden Fachgebieten:

  • Bauwesen + Immobilien
  • Business IT + Informatik
  • Finance + Banking
  • Management + Führung
  • Marketing + Vertrieb
  • Versicherung + Risiko




Jetzt Wissensvorsprung sichern!

Literatur
1.
Zurück zum Zitat Beuran, R., Chinen, K., Tan, Y., Shinoda, Y.: Towards effective cybersecurity education and training. Research report (School of Information Science, Graduate School of Advanced Science and Technology, Japan Advanced Institute of Science and Technology). IS-RR-2016, pp. 1–16 (2016) Beuran, R., Chinen, K., Tan, Y., Shinoda, Y.: Towards effective cybersecurity education and training. Research report (School of Information Science, Graduate School of Advanced Science and Technology, Japan Advanced Institute of Science and Technology). IS-RR-2016, pp. 1–16 (2016)
2.
Zurück zum Zitat Caballero, A.: Security Education, Training, and Awareness. Elsevier, Amsterdam (2017)CrossRef Caballero, A.: Security Education, Training, and Awareness. Elsevier, Amsterdam (2017)CrossRef
4.
Zurück zum Zitat Berger, H., Jones, A.: Cyber security & ethical hacking for SMEs. In: ACM International Conference Proceeding Series. Part F1305 (2016) Berger, H., Jones, A.: Cyber security & ethical hacking for SMEs. In: ACM International Conference Proceeding Series. Part F1305 (2016)
6.
Zurück zum Zitat Liegle, J.O., Woo, H.-G.: Developing adaptive intelligent tutoring systems: a general framework and its implementations. In: Proceedings of 2001 Informing Science Conference, pp. 392–397 (2001) Liegle, J.O., Woo, H.-G.: Developing adaptive intelligent tutoring systems: a general framework and its implementations. In: Proceedings of 2001 Informing Science Conference, pp. 392–397 (2001)
7.
Zurück zum Zitat Sottilare, R.A., Brawner, K.W., Sinatra, A.M., Johnston, J.H.: An updated concept for a generalized intelligent framework for tutoring (GIFT). GIFTtutoring.org. pp. 1–19 (2017) Sottilare, R.A., Brawner, K.W., Sinatra, A.M., Johnston, J.H.: An updated concept for a generalized intelligent framework for tutoring (GIFT). GIFTtutoring.org. pp. 1–19 (2017)
8.
Zurück zum Zitat Hendrix, M., Al-Sherbaz, A., Bloom, V.: Game based cyber security training: are serious games suitable for cyber security training? Int. J. Serious Games. 3, 53–61 (2016)CrossRef Hendrix, M., Al-Sherbaz, A., Bloom, V.: Game based cyber security training: are serious games suitable for cyber security training? Int. J. Serious Games. 3, 53–61 (2016)CrossRef
9.
Zurück zum Zitat Mora, A., Riera, D., Gonzalez, C., Arnedo-Moreno, J.: A literature review of gamification design frameworks. In: VS-Games 2015 - 7th International Conference on Games and Virtual Worlds for Serious Applications (2015) Mora, A., Riera, D., Gonzalez, C., Arnedo-Moreno, J.: A literature review of gamification design frameworks. In: VS-Games 2015 - 7th International Conference on Games and Virtual Worlds for Serious Applications (2015)
10.
Zurück zum Zitat Gonzalez, H., Llamas, R., Ordaz, F.: Cybersecurity teaching through gamification: aligning training resources to our syllabus. Res. Comput. Sci. 146, 35–43 (2017)CrossRef Gonzalez, H., Llamas, R., Ordaz, F.: Cybersecurity teaching through gamification: aligning training resources to our syllabus. Res. Comput. Sci. 146, 35–43 (2017)CrossRef
11.
Zurück zum Zitat Beltran, M., Calvo, M., Gonzalez, S.: Experiences using capture the flag competitions to introduce gamification in undergraduate computer security labs. In: Proceedings - 2018 International Conference on Computational Science and Computational Intelligence, CSCI 2018, pp. 574–579 (2018) Beltran, M., Calvo, M., Gonzalez, S.: Experiences using capture the flag competitions to introduce gamification in undergraduate computer security labs. In: Proceedings - 2018 International Conference on Computational Science and Computational Intelligence, CSCI 2018, pp. 574–579 (2018)
12.
Zurück zum Zitat Bada, M., Creese, S., Goldsmith, M., Mitchell, C., Phillips, E.: Improving the effectiveness of CSIRTs, vol. 42 (2014) Bada, M., Creese, S., Goldsmith, M., Mitchell, C., Phillips, E.: Improving the effectiveness of CSIRTs, vol. 42 (2014)
13.
Zurück zum Zitat Olusegun, S.: Constructivism learning theory: a paradigm for teaching and learning. IOSR J. Res. Method Educ. 5, 2320–7388 (2015). Ver. I Olusegun, S.: Constructivism learning theory: a paradigm for teaching and learning. IOSR J. Res. Method Educ. 5, 2320–7388 (2015). Ver. I
14.
Zurück zum Zitat Bereiter, C.: Constructivism, socioculturalism, and Popper’s world 3. Educ. Res. 23, 21–23 (2015)CrossRef Bereiter, C.: Constructivism, socioculturalism, and Popper’s world 3. Educ. Res. 23, 21–23 (2015)CrossRef
15.
Zurück zum Zitat von Glasersfeld, E.: Cognition, construction of knowledge, and teaching. Synthese 80, 121–140 (1989)CrossRef von Glasersfeld, E.: Cognition, construction of knowledge, and teaching. Synthese 80, 121–140 (1989)CrossRef
16.
Zurück zum Zitat von Glasersfeld, E.: A Constructivist Approach to Teaching. In: Steffe, L.P., Gale, J. (eds.) Constructivism in Education, pp. 3–15. Lawrence Erlbaum Associates Publishers, NJ (1995). ISBN-13 978-0805810950 von Glasersfeld, E.: A Constructivist Approach to Teaching. In: Steffe, L.P., Gale, J. (eds.) Constructivism in Education, pp. 3–15. Lawrence Erlbaum Associates Publishers, NJ (1995). ISBN-13 978-0805810950
17.
Zurück zum Zitat Chen, C.: A constructivist approach to teaching: implications in teaching computer networking. Inf. Technol. Learn. Perform. J. 21, 17–27 (2003) Chen, C.: A constructivist approach to teaching: implications in teaching computer networking. Inf. Technol. Learn. Perform. J. 21, 17–27 (2003)
18.
Zurück zum Zitat Steffe, L.P., Thompson, P.W.: Steffe, L.P., Thompson, P.W.: Teaching experiment methodology: underlying principles and essential elements. In: Lesh, R., Kelly, A.E. (eds.) Research Design in Mathematics and Science Education, pp. 267–307. Erlbaum, Hillsdale (2000) Steffe, L.P., Thompson, P.W.: Steffe, L.P., Thompson, P.W.: Teaching experiment methodology: underlying principles and essential elements. In: Lesh, R., Kelly, A.E. (eds.) Research Design in Mathematics and Science Education, pp. 267–307. Erlbaum, Hillsdale (2000)
19.
Zurück zum Zitat Tam, M.: Constructivism, instructional design, and technology: implications for transforming distance learning. J. Educ. Technol. Soc. 3(2), 50–60 (2000) Tam, M.: Constructivism, instructional design, and technology: implications for transforming distance learning. J. Educ. Technol. Soc. 3(2), 50–60 (2000)
20.
Zurück zum Zitat Vygotsky, L.S.: Interaction between learning and development. Read. Dev. Child. 23, 34–41 (1978) Vygotsky, L.S.: Interaction between learning and development. Read. Dev. Child. 23, 34–41 (1978)
21.
Zurück zum Zitat Crawford, K.: Vygotskian approaches to human development in the information era. Educ. Stud. Math. 31, 43–62 (1978)CrossRef Crawford, K.: Vygotskian approaches to human development in the information era. Educ. Stud. Math. 31, 43–62 (1978)CrossRef
22.
Zurück zum Zitat Leaning, M.: A study of the use of games and gamification to enhance student engagement, experience and achievement on a theory-based course of an undergraduate media degree. J. Media Pract. 16, 155–170 (2015)CrossRef Leaning, M.: A study of the use of games and gamification to enhance student engagement, experience and achievement on a theory-based course of an undergraduate media degree. J. Media Pract. 16, 155–170 (2015)CrossRef
23.
Zurück zum Zitat Zichermann, G., Cunningham, C.: Gamification by Design: Implementing Game Mechanics in Web and Mobile Apps. O’Reilly Media Inc., Newton (2011) Zichermann, G., Cunningham, C.: Gamification by Design: Implementing Game Mechanics in Web and Mobile Apps. O’Reilly Media Inc., Newton (2011)
24.
Zurück zum Zitat Deterding, S., O’Hara, K., Sicart, M., Dixon, D., Nacke, L.: Gamification: using game design elements in non-gaming contexts. In: Conference on Human Factors in Computing Systems – Proceedings, pp. 2425–2428 (2011) Deterding, S., O’Hara, K., Sicart, M., Dixon, D., Nacke, L.: Gamification: using game design elements in non-gaming contexts. In: Conference on Human Factors in Computing Systems – Proceedings, pp. 2425–2428 (2011)
25.
Zurück zum Zitat Yang, Y.: Three questions to ask before you embark on gamification. eLearn 2014, 4 (2014)CrossRef Yang, Y.: Three questions to ask before you embark on gamification. eLearn 2014, 4 (2014)CrossRef
27.
Zurück zum Zitat Chou, Y.: Actionable Gamification: Beyond Points, Badges, and Leaderboards. Packt Publishing Ltd., Birmingham (2015) Chou, Y.: Actionable Gamification: Beyond Points, Badges, and Leaderboards. Packt Publishing Ltd., Birmingham (2015)
28.
Zurück zum Zitat de Freitas, S., Oliver, M.: How can exploratory learning with games and simulations within the curriculum be most effectively evaluated? Comput. Educ. 46, 249–264 (2006)CrossRef de Freitas, S., Oliver, M.: How can exploratory learning with games and simulations within the curriculum be most effectively evaluated? Comput. Educ. 46, 249–264 (2006)CrossRef
29.
Zurück zum Zitat Dondi, C., Moretti, M.: Quality in eLearning and quality of learning games. In: Digital Game Based Learning: Proceedings of the 4th International Symposium for Information Design, June 2 2005. Stuttgart Media University (2006) Dondi, C., Moretti, M.: Quality in eLearning and quality of learning games. In: Digital Game Based Learning: Proceedings of the 4th International Symposium for Information Design, June 2 2005. Stuttgart Media University (2006)
30.
Zurück zum Zitat Kim, B., By, V., Jackson, R., Karp, J., Patrick, E., Thrower, A.: Social constructivism social constructivism emphasizes the importance of culture and context in understanding what occurs in. Emerging Perspectives on Learning, Teaching and Technology (2006) Kim, B., By, V., Jackson, R., Karp, J., Patrick, E., Thrower, A.: Social constructivism social constructivism emphasizes the importance of culture and context in understanding what occurs in. Emerging Perspectives on Learning, Teaching and Technology (2006)
31.
Zurück zum Zitat Kalina, C., Powell, K.C.: Cognitive and social constructivism: developing tools for an effective classroom. Education 130(2), 241–250 (2009) Kalina, C., Powell, K.C.: Cognitive and social constructivism: developing tools for an effective classroom. Education 130(2), 241–250 (2009)
32.
Zurück zum Zitat Chaiklin, S.: The zone of proximal development in Vygotsky’s analysis of learning and instruction. Vygotsky’s Educ. Theory Cult. Context 1(2), 39–64 (2003)CrossRef Chaiklin, S.: The zone of proximal development in Vygotsky’s analysis of learning and instruction. Vygotsky’s Educ. Theory Cult. Context 1(2), 39–64 (2003)CrossRef
33.
Zurück zum Zitat Chan, S.C.H., Wan, J.C.L., Ko, S.: Interactivity, active collaborative learning, and learning performance: the moderating role of perceived fun by using personal response systems. Int. J. Manag. Educ. 17, 94–102 (2019)CrossRef Chan, S.C.H., Wan, J.C.L., Ko, S.: Interactivity, active collaborative learning, and learning performance: the moderating role of perceived fun by using personal response systems. Int. J. Manag. Educ. 17, 94–102 (2019)CrossRef
34.
Zurück zum Zitat de Freitas, S., Rebolledo-Mendez, G., Liarokapis, F., Magoulas, G., Poulovassilis, A.: Learning as immersive experiences: using the four-dimensional framework for designing and evaluating immersive learning experiences in a virtual world. Br. J. Educ. Technol. 41, 69–85 (2010)CrossRef de Freitas, S., Rebolledo-Mendez, G., Liarokapis, F., Magoulas, G., Poulovassilis, A.: Learning as immersive experiences: using the four-dimensional framework for designing and evaluating immersive learning experiences in a virtual world. Br. J. Educ. Technol. 41, 69–85 (2010)CrossRef
35.
Zurück zum Zitat Facer, K., Joiner, R., Stanton, D., Reid, J., Hull, R., Kirk, D.: Savannah: mobile gaming and learning? J. Comput. Assist. Learn. 20, 399–409 (2004)CrossRef Facer, K., Joiner, R., Stanton, D., Reid, J., Hull, R., Kirk, D.: Savannah: mobile gaming and learning? J. Comput. Assist. Learn. 20, 399–409 (2004)CrossRef
36.
Zurück zum Zitat Cone, B.D., Irvine, C.E., Thompson, M.F., Nguyen, T.D.: A video game for cyber security training and awareness. Comput. Secur. 26, 63–72 (2007)CrossRef Cone, B.D., Irvine, C.E., Thompson, M.F., Nguyen, T.D.: A video game for cyber security training and awareness. Comput. Secur. 26, 63–72 (2007)CrossRef
37.
Zurück zum Zitat Zeissig, E.M., Lidynia, C., Vervier, L., Gadeib, A., Ziefle, M.: Online privacy perceptions of older adults. In: International Conference on Human Aspects of IT for the Aged Population (2017) Zeissig, E.M., Lidynia, C., Vervier, L., Gadeib, A., Ziefle, M.: Online privacy perceptions of older adults. In: International Conference on Human Aspects of IT for the Aged Population (2017)
38.
Zurück zum Zitat Trepte, S., et al.: Reforming european data protection law (2015) Trepte, S., et al.: Reforming european data protection law (2015)
39.
Zurück zum Zitat Correia, J., Compeau, D.: Information privacy awareness (IPA): a review of the use, definition and measurement of IPA. In: Proceedings of the 50th Hawaii International Conference on System Sciences, pp. 4021–4030 (2017) Correia, J., Compeau, D.: Information privacy awareness (IPA): a review of the use, definition and measurement of IPA. In: Proceedings of the 50th Hawaii International Conference on System Sciences, pp. 4021–4030 (2017)
40.
Zurück zum Zitat Schreuders, Z.C., Shaw, T., Shan-A-Khuda, M., Ravichandran, G., Keigh-ley, J., Ordean, M.: Security scenario generator (SecGen): a framework for generating randomly vulnerable rich-scenario VMs for learning computer security and hosting CTF events. In: ASE 2017 (2017) Schreuders, Z.C., Shaw, T., Shan-A-Khuda, M., Ravichandran, G., Keigh-ley, J., Ordean, M.: Security scenario generator (SecGen): a framework for generating randomly vulnerable rich-scenario VMs for learning computer security and hosting CTF events. In: ASE 2017 (2017)
41.
Zurück zum Zitat Noor Azam, M.H., Beuran, R.B.: Usability evaluation of open source and online capture the flag platforms. Informe de investigación (Escuela de Ciencias de la Información, Escuela Superior de Ciencia y Tecnología, Instituto Avanzado de Ciencia y Tecnología de Japón). IS-RR-2018 (2018) Noor Azam, M.H., Beuran, R.B.: Usability evaluation of open source and online capture the flag platforms. Informe de investigación (Escuela de Ciencias de la Información, Escuela Superior de Ciencia y Tecnología, Instituto Avanzado de Ciencia y Tecnología de Japón). IS-RR-2018 (2018)
42.
Zurück zum Zitat Ford, V., Siraj, A., Haynes, A., Brown, E.: Capture the flag unplugged: an offline cyber competition. In: Proceedings of the Conference on Integrating Technology into Computer Science Education, ITiCSE, pp. 225–230 (2017) Ford, V., Siraj, A., Haynes, A., Brown, E.: Capture the flag unplugged: an offline cyber competition. In: Proceedings of the Conference on Integrating Technology into Computer Science Education, ITiCSE, pp. 225–230 (2017)
43.
Zurück zum Zitat Pham, C., Tang, D., Chinen, K., Beuran, R.: CyRIS: a cyber range instantiation system for facilitating security training, pp. 251–258 (2016) Pham, C., Tang, D., Chinen, K., Beuran, R.: CyRIS: a cyber range instantiation system for facilitating security training, pp. 251–258 (2016)
44.
Zurück zum Zitat Beuran, R., Pham, C., Tang, D., Chinen, K.I, Tan, Y., Shinoda, Y.: Cytrone: an integrated cybersecurity training framework. In: ICISSP 2017 - Proceedings of the 3rd International Conference on Information Systems Security and Privacy, January 2017, pp. 157–166 (2017) Beuran, R., Pham, C., Tang, D., Chinen, K.I, Tan, Y., Shinoda, Y.: Cytrone: an integrated cybersecurity training framework. In: ICISSP 2017 - Proceedings of the 3rd International Conference on Information Systems Security and Privacy, January 2017, pp. 157–166 (2017)
45.
Zurück zum Zitat Thomps, M., Irvine, C.: Active learning with the CyberCIEGE video game. In: 4th Workshop on Cyber Security Experimentation and Test, CSET 2011, pp. 1–8 (2011) Thomps, M., Irvine, C.: Active learning with the CyberCIEGE video game. In: 4th Workshop on Cyber Security Experimentation and Test, CSET 2011, pp. 1–8 (2011)
46.
Zurück zum Zitat Denning, T., Lerner, A., Shostack, A., Kohno, T.: Control-Alt-Hack: the design and evaluation of a card game for computer security awareness and education. In: Proceedings of the ACM Conference on Computer and Communications Security, pp. 915–928 (2013) Denning, T., Lerner, A., Shostack, A., Kohno, T.: Control-Alt-Hack: the design and evaluation of a card game for computer security awareness and education. In: Proceedings of the ACM Conference on Computer and Communications Security, pp. 915–928 (2013)
47.
Zurück zum Zitat Denning, T., Shostack, A., Kohno, T.: Practical lessons from creating the Control-Alt-Hack Card game and research challenges for games in education and research. In: Usenix (2014) Denning, T., Shostack, A., Kohno, T.: Practical lessons from creating the Control-Alt-Hack Card game and research challenges for games in education and research. In: Usenix (2014)
48.
Zurück zum Zitat Mirkovic, J., Dark, M., Du, W., Vigna, G., Denning, T.: Evaluating cybersecurity education interventions: three case studies. IEEE Secur. Priv. 13, 63–69 (2015)CrossRef Mirkovic, J., Dark, M., Du, W., Vigna, G., Denning, T.: Evaluating cybersecurity education interventions: three case studies. IEEE Secur. Priv. 13, 63–69 (2015)CrossRef
49.
Zurück zum Zitat Gondree, M., Peterson, Z.N.J.: Valuing security by getting [d0x3d!] experiences with a network security board game. In: 6th Workshop on Cyber Security Experimentation and Test, CSET 2013 (2013) Gondree, M., Peterson, Z.N.J.: Valuing security by getting [d0x3d!] experiences with a network security board game. In: 6th Workshop on Cyber Security Experimentation and Test, CSET 2013 (2013)
50.
Zurück zum Zitat Flushman, T.R., Gondree, M., Peterson, Z.N.J.: This is not a game: early observations on using alternate reality games for teaching security concepts to first-year undergraduates. In: 8th Workshop on Cyber Security Experimentation and Test, CSET 2015 (2015) Flushman, T.R., Gondree, M., Peterson, Z.N.J.: This is not a game: early observations on using alternate reality games for teaching security concepts to first-year undergraduates. In: 8th Workshop on Cyber Security Experimentation and Test, CSET 2015 (2015)
51.
Zurück zum Zitat Gondree, M., Peterson, Z.N.J., Denning, T.: Security through play. IEEE Secur. Priv. 11, 64–67 (2013)CrossRef Gondree, M., Peterson, Z.N.J., Denning, T.: Security through play. IEEE Secur. Priv. 11, 64–67 (2013)CrossRef
52.
Zurück zum Zitat Shostack, A.: Elevation of privilege: drawing developers into threat modeling. In: USENIX Summit on Gaming, Games, and Gamification in Security Education, pp. 1–15 (2014) Shostack, A.: Elevation of privilege: drawing developers into threat modeling. In: USENIX Summit on Gaming, Games, and Gamification in Security Education, pp. 1–15 (2014)
53.
Zurück zum Zitat Thompson, M., Takabi, H.: Effectiveness of using card games to teach threat modeling for secure web application developments. Issues Inf. Syst. 17, 244–253 (2016) Thompson, M., Takabi, H.: Effectiveness of using card games to teach threat modeling for secure web application developments. Issues Inf. Syst. 17, 244–253 (2016)
54.
Zurück zum Zitat Hart, S., Margheri, A., Paci, F., Sassone, V.: Riskio: a serious game for cyber security awareness and education. Comput. Secur. 95, 101827 (2020)CrossRef Hart, S., Margheri, A., Paci, F., Sassone, V.: Riskio: a serious game for cyber security awareness and education. Comput. Secur. 95, 101827 (2020)CrossRef
55.
Zurück zum Zitat Mcdonald, J., et al.: Designing authentic cybersecurity learning experiences: lessons from the cybermatics playable case study. In: Proceedings of the 52nd Hawaii International Conference on System Sciences, vol. 6, pp. 2507–2516 (2019) Mcdonald, J., et al.: Designing authentic cybersecurity learning experiences: lessons from the cybermatics playable case study. In: Proceedings of the 52nd Hawaii International Conference on System Sciences, vol. 6, pp. 2507–2516 (2019)
56.
Zurück zum Zitat Wiemker, M., Elumir, E., Clare, A.: Escape room games: can you transform an unpleasant situation into a pleasant one? Game Learn. 55, 55–68 (2015) Wiemker, M., Elumir, E., Clare, A.: Escape room games: can you transform an unpleasant situation into a pleasant one? Game Learn. 55, 55–68 (2015)
57.
Zurück zum Zitat Clarke, S.J., Peel, D.J., Arnab, S., Morini, L., Keegan, H., Wood, O.: EscapED: a framework for creating educational escape rooms and interactive games to for higher/further education. Int. J. Serious Games 4, 73–86 (2017)CrossRef Clarke, S.J., Peel, D.J., Arnab, S., Morini, L., Keegan, H., Wood, O.: EscapED: a framework for creating educational escape rooms and interactive games to for higher/further education. Int. J. Serious Games 4, 73–86 (2017)CrossRef
58.
Zurück zum Zitat Nicholson, S.: Creating engaging escape rooms for the classroom. Child. Educ. 94, 44–49 (2018)CrossRef Nicholson, S.: Creating engaging escape rooms for the classroom. Child. Educ. 94, 44–49 (2018)CrossRef
59.
Zurück zum Zitat Mcgonigal, J.: Reality is broken: why games make us better and how they can change the world. Penguin 10, 51–73 (2011) Mcgonigal, J.: Reality is broken: why games make us better and how they can change the world. Penguin 10, 51–73 (2011)
60.
Zurück zum Zitat Blohm, I., Leimeister, J.M.: Gamification: design of IT-based enhancing services for motivational support and behavioral change. Bus. Inf. Syst. Eng. 5, 275–278 (2013)CrossRef Blohm, I., Leimeister, J.M.: Gamification: design of IT-based enhancing services for motivational support and behavioral change. Bus. Inf. Syst. Eng. 5, 275–278 (2013)CrossRef
61.
Zurück zum Zitat Borrego, C., Fernández, C., Blanes, I., Robles, S.: Room escape at class: escape games activities to facilitate the motivation and learning in computer science. J. Technol. Sci. Educ. 7, 162–171 (2017)CrossRef Borrego, C., Fernández, C., Blanes, I., Robles, S.: Room escape at class: escape games activities to facilitate the motivation and learning in computer science. J. Technol. Sci. Educ. 7, 162–171 (2017)CrossRef
62.
Zurück zum Zitat Kokolakis, S.: Privacy attitudes and privacy behaviour: a review of current research on the privacy paradox phenomenon. Comput. Secur. 64, 122–134 (2017)CrossRef Kokolakis, S.: Privacy attitudes and privacy behaviour: a review of current research on the privacy paradox phenomenon. Comput. Secur. 64, 122–134 (2017)CrossRef
Metadaten
Titel
Game-Based Information Security/Privacy Education and Awareness: Theory and Practice
verfasst von
Stylianos Karagiannis
Thanos Papaioannou
Emmanouil Magkos
Aggeliki Tsohou
Copyright-Jahr
2020
DOI
https://doi.org/10.1007/978-3-030-63396-7_34

Premium Partner