Cybersecurity Awareness Among the Youngs in Malaysia by Gamification

Ng Jia Jian, I. F. Kamsin
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引用次数: 2

Abstract

Cybersecurity is getting more critical and important to the digital world nowadays. Government, military, company, and medical industry use technologies to collect and store sensitive data and information for many purposes. There are more cybercrime cases raise at the same time. The reason is that people are still lack of cybersecurity awareness especially the Youngs age between 13 years old to 15 years old. The aim of this research is to study on how to increase cybersecurity awareness among teenagers by using gamification, and how a computer game would attract teenagers to learn about cybersecurity. At the end of this research, a computer game named “BEWARE” is developed to achieve the aim. For this research, quota sampling method is applied to 50 secondary students range age from 13-15 years old in Malaysia by using Online survey. 3 students were randomly selected to participate in the interview session to ensure the online survey result is reliable. An area of future research to raise the awareness of cybersecurity that would be recommended that is focusing more on actions must take by schools and find out more interesting way to help the Youngs to notice about cybersecurity.
游戏化影响马来西亚年轻人的网络安全意识
网络安全在当今的数字世界中变得越来越关键和重要。政府、军队、公司和医疗行业出于多种目的使用技术收集和存储敏感数据和信息。与此同时,越来越多的网络犯罪案件被提起。原因是人们仍然缺乏网络安全意识,尤其是13到15岁的年轻人。本研究的目的是研究如何通过游戏化来提高青少年的网络安全意识,以及电脑游戏如何吸引青少年学习网络安全。在本研究的最后,开发了一款名为“当心”的电脑游戏来实现这一目标。本研究采用定额抽样的方法,采用在线调查的方式,对马来西亚13-15岁的50名中学生进行调查。随机抽取3名学生参加访谈环节,确保在线调查结果的可靠性。未来研究的一个领域是提高网络安全意识,建议更多地关注学校必须采取的行动,并找到更有趣的方式来帮助年轻人注意网络安全。
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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