{"title":"CyberKids:提高儿童网络安全意识的电子游戏","authors":"Juan Pérez, Romina Torres, Sven von Brand","doi":"10.1109/SCCC51225.2020.9281253","DOIUrl":null,"url":null,"abstract":"In most countries, a large percentage of children between the ages of eight and thirteen have access to a mobile device at home, where monitoring and supervision by a trusted adult is not enough, so statistics on children victimized by bullying and damage to the integrity of their personal data have been increasing considerably.In this work, we design and develop a serious game, a playful application that integrates and delivers educational content on cybersecurity to users aged 8 to 12 years, allowing them to have basic ideas about the responsibilities that the use of current technologies entails. The contents raise awareness about the use of strong passwords and vulnerabilities identification through gamification techniques to ensure both learning and entertainment.","PeriodicalId":117157,"journal":{"name":"2020 39th International Conference of the Chilean Computer Science Society (SCCC)","volume":"2 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2020-11-16","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"3","resultStr":"{\"title\":\"CyberKids: video game for raising cyber security awareness in children\",\"authors\":\"Juan Pérez, Romina Torres, Sven von Brand\",\"doi\":\"10.1109/SCCC51225.2020.9281253\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"In most countries, a large percentage of children between the ages of eight and thirteen have access to a mobile device at home, where monitoring and supervision by a trusted adult is not enough, so statistics on children victimized by bullying and damage to the integrity of their personal data have been increasing considerably.In this work, we design and develop a serious game, a playful application that integrates and delivers educational content on cybersecurity to users aged 8 to 12 years, allowing them to have basic ideas about the responsibilities that the use of current technologies entails. The contents raise awareness about the use of strong passwords and vulnerabilities identification through gamification techniques to ensure both learning and entertainment.\",\"PeriodicalId\":117157,\"journal\":{\"name\":\"2020 39th International Conference of the Chilean Computer Science Society (SCCC)\",\"volume\":\"2 1\",\"pages\":\"0\"},\"PeriodicalIF\":0.0000,\"publicationDate\":\"2020-11-16\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"3\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"2020 39th International Conference of the Chilean Computer Science Society (SCCC)\",\"FirstCategoryId\":\"1085\",\"ListUrlMain\":\"https://doi.org/10.1109/SCCC51225.2020.9281253\",\"RegionNum\":0,\"RegionCategory\":null,\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"\",\"JCRName\":\"\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"2020 39th International Conference of the Chilean Computer Science Society (SCCC)","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1109/SCCC51225.2020.9281253","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
CyberKids: video game for raising cyber security awareness in children
In most countries, a large percentage of children between the ages of eight and thirteen have access to a mobile device at home, where monitoring and supervision by a trusted adult is not enough, so statistics on children victimized by bullying and damage to the integrity of their personal data have been increasing considerably.In this work, we design and develop a serious game, a playful application that integrates and delivers educational content on cybersecurity to users aged 8 to 12 years, allowing them to have basic ideas about the responsibilities that the use of current technologies entails. The contents raise awareness about the use of strong passwords and vulnerabilities identification through gamification techniques to ensure both learning and entertainment.