Enhancing cybersecurity learning through an augmented reality-based serious game

Mikel Salazar, José Gaviria de la Puerta, Carlos Laorden, P. G. Bringas
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引用次数: 7

Abstract

As social networks and always-connected mobile devices grow in popularity, the control over personal information weakens. This is especially true for teenagers between 15 and 18 years old, one of the population groups that shares more information online, but also the most unaware of the risks associated with this activity. For this reason, many institutions have developed programs to educate the students in the correct use of the new communication mediums. However, the concepts about information security require a lot of expert knowledge and are very difficult to explain appropriately. In this paper, we present a serious game designed to enhance an information security presentation aimed at high school students. This is achieved through the use of augmented reality to give shape and form to the intangible cybersecurity concepts and allow the students to interact with them using the same rule set that was explained during the presentation.
通过基于增强现实的严肃游戏加强网络安全学习
随着社交网络和始终连接的移动设备的普及,对个人信息的控制减弱了。对于15至18岁的青少年来说尤其如此,他们是在网上分享更多信息的人群之一,但也是最不了解与这项活动相关的风险的人群。出于这个原因,许多机构制定了教育学生正确使用新传播媒介的计划。然而,有关信息安全的概念需要大量的专业知识,并且很难适当地解释。在本文中,我们提出了一个严肃的游戏,旨在提高信息安全演示针对高中学生。这是通过使用增强现实来形成无形的网络安全概念,并允许学生使用演示过程中解释的相同规则集与它们进行交互来实现的。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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