The Use of Gamification for Adult Education in Cybersecurity

Proceedings of The World Conference on Research in Teaching and Education

Year: 2019

DOI:

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The Use of Gamification for Adult Education in Cybersecurity

Aneta Zemanova and Jaroslav Burcik

 

ABSTRACT: 

In this work, we present a new game scheme designed in this project. It can teach even non-experienced users some hard-to-understand technical topics, such as cybersecurity. By means of the game, we simulate the behavior of real characters and the environment in which players encounter some cyberattacks. Thus, a player can experience, what it is like to lose their password or money from their account. With this personal experience, it is possible not only to learn the problem, but having this experience, some potential future dangerous situations can be avoided or evaluated correctly.

Keywords: E Learning, Avatar, User Experience