{"title":"Game-based enabled e-learning model for e-Safety education","authors":"Lusinda Underhay, Agneita Pretorius, S. Ojo","doi":"10.1109/ISTAFRICA.2016.7530603","DOIUrl":null,"url":null,"abstract":"Students at the Tshwane University of Technology (TUT) may be potential victims of cyber-crime. Students need to know how to avoid being victims of cybercrime and may not know how to gain the knowledge. Electronic Safety (e-Safety) education and awareness can be accomplished through game based media such as educational video games. However, these games mostly focus on narrow aspects, such as anti-phishing, secure logins, anti-virus etc., and are often not readily available. To gain full advantage of game based tools, e-Safety games need to be customised to satisfy the targeted organisation's security policies and needs. This study aims to propose a game-based e-learning model focusing on e-Safety education. As proof of concept a proposed prototype model will be developed, implemented and evaluated. The model is expected to unleash game-based learning benefits by enhancing engagement, improving motivation and influencing positive behaviour towards e-Safety education.","PeriodicalId":326074,"journal":{"name":"2016 IST-Africa Week Conference","volume":"6 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2016-05-11","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"3","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"2016 IST-Africa Week Conference","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1109/ISTAFRICA.2016.7530603","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
引用次数: 3
Abstract
Students at the Tshwane University of Technology (TUT) may be potential victims of cyber-crime. Students need to know how to avoid being victims of cybercrime and may not know how to gain the knowledge. Electronic Safety (e-Safety) education and awareness can be accomplished through game based media such as educational video games. However, these games mostly focus on narrow aspects, such as anti-phishing, secure logins, anti-virus etc., and are often not readily available. To gain full advantage of game based tools, e-Safety games need to be customised to satisfy the targeted organisation's security policies and needs. This study aims to propose a game-based e-learning model focusing on e-Safety education. As proof of concept a proposed prototype model will be developed, implemented and evaluated. The model is expected to unleash game-based learning benefits by enhancing engagement, improving motivation and influencing positive behaviour towards e-Safety education.