Gamification of Cyber Security Training-EnsureSecure

Authors: Brady, C. and M'Manga, A.

Journal: Proceedings - 2022 IEEE International Conference on e-Business Engineering, ICEBE 2022

Pages: 7-12

ISBN: 9781665492447

DOI: 10.1109/ICEBE55470.2022.00010

Abstract:

There is an ever-growing fear of cyber-Attacks in the modern workplace and these attacks are increasingly being linked to the human element. Securing this weak point is essential and this can be done through investment into workplace training. The current basic training methods have many issues that discourage the retention of the information learnt during the training. An example of one such issue is the level of engagement that the basic cyber security training provides the non-experienced participants. Low engagement means inefficient knowledge transfer and retention. This paper presents the results of a study aimed at improving cyber security knowledge retention of participants through the use of a conceptual physical card game that could be developed into an e-learning resource. This paper will document the preliminary research, design process and evaluation of the game.

https://eprints.bournemouth.ac.uk/38711/

Source: Scopus

Gamification of Cyber Security Training - EnsureSecure

Authors: Callum, B. and M'manga, A.

Conference: IEEE International Conference on e-Business Engineering (ICEBE)

Dates: 14-16 October 2022

DOI: 10.1109/ICEBE55470.2022.00010

Abstract:

There is an ever-growing fear of cyber-attacks in the modern workplace and these attacks are increasingly being linked to the human element. Securing this weak point is essential and this can be done through investment into workplace training. The current basic training methods have many issues that discourage the retention of the information learnt during the training. An example of one such issue is the level of engagement that the basic cyber security training provides the non-experienced participants. Low engagement means inefficient knowledge transfer and retention. This paper presents the results of a study aimed at improving cyber security knowledge retention of participants through the use of a conceptual physical card game that could be developed into an e-learning resource. This paper will document the preliminary research, design process and evaluation of the game.

https://eprints.bournemouth.ac.uk/38711/

Source: Manual

Gamification of Cyber Security Training-EnsureSecure

Authors: Brady, C. and M'manga, A.

Editors: Gurrola, J.

Pages: 7-12

Publisher: IEEE

Place of Publication: Piscataway

ISBN: 9781665492447

Abstract:

There is an ever-growing fear of cyber-Attacks in the modern workplace and these attacks are increasingly being linked to the human element. Securing this weak point is essential and this can be done through investment into workplace training. The current basic training methods have many issues that discourage the retention of the information learnt during the training. An example of one such issue is the level of engagement that the basic cyber security training provides the non-experienced participants. Low engagement means inefficient knowledge transfer and retention. This paper presents the results of a study aimed at improving cyber security knowledge retention of participants through the use of a conceptual physical card game that could be developed into an e-learning resource. This paper will document the preliminary research, design process and evaluation of the game.

https://eprints.bournemouth.ac.uk/38711/

Source: BURO EPrints