Game-based enabled e-learning model for e-Safety education

Lusinda Underhay, Agneita Pretorius, S. Ojo
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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.
基于游戏的电子安全教育电子学习模式
茨瓦恩科技大学(TUT)的学生可能是网络犯罪的潜在受害者。学生需要知道如何避免成为网络犯罪的受害者,可能不知道如何获得知识。电子安全(e-Safety)教育和意识可以通过以游戏为基础的媒体,如教育视频游戏来完成。然而,这些游戏大多专注于狭隘的方面,如反网络钓鱼,安全登录,反病毒等,并且通常不容易获得。为了充分利用基于游戏的工具,电子安全游戏需要定制,以满足目标机构的安全政策和需求。本研究旨在提出一种以电子安全教育为核心的基于游戏的电子学习模式。作为概念验证,将开发、实施和评估拟议的原型模型。该模式有望通过加强参与、改善动机和影响积极的电子安全教育行为,释放基于游戏的学习效益。
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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