电脑游戏作为培养网络安全意识的教学工具

Per Arne Godejord, Beata Joanna Godejord
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摘要

全球范围内的网络攻击日益增多,无论是针对企业网络还是公共机构网络。在2022年期间,黑客将目标扩大到商业协作工具,如Slack、Teams、OneDrive和b谷歌Drive,并利用网络钓鱼漏洞进行攻击,鉴于大多数组织的员工继续远程工作,因此获得了丰富的敏感数据。在后来的几年里,我们还看到,学术机构越来越频繁地成为网络罪犯和政府支持的黑客的目标。2022年,教育/研究部门是全球受攻击最多的行业,与2021年相比增长了43%,平均每个组织每周遭受2314次攻击。学校和大学面临着与儿童或年轻人打交道的独特挑战,他们中的许多人使用自己的设备,在共享地点工作,经常连接公共Wi-Fi而不考虑安全问题。此外,俄罗斯对乌克兰的战争导致针对北约国家教育机构的鱼叉式网络钓鱼活动增加。这种情况引起了人们对提高个人网络安全意识的关注。在挪威,诺德大学是少数几所专门关注安全和准备的大学之一,包括网络安全意识。该大学有两门信息安全课程:一门属于继续教育课程,一门属于安全与准备管理工商管理硕士课程。本文研究了严肃游戏和在线测验是否能提高学生的网络安全意识,并激励学生改变他们的网络安全行为。论文报告了基于两门课程学生的书面反思笔记的研究结果。对数据采用的检查和解释技术是定性专题内容分析,由计算机辅助定性数据分析软件NVivo支持。理论分析以社会建构主义的知识创造观为指导。虽然学生们指出了使用在线测验和电脑游戏的许多优点,但也指出了挑战。然而,调查结果表明,使用严肃的游戏和在线测验可以有效地提高参与学生的安全意识。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Computer Games as a Pedagogical Tool for Creating Cyber Security Awareness
Cyberattacks are increasing world-wide, both on corporate networks and public institutions network. During 2022 hackers were widening their aim to target business collaboration tools such as Slack, Teams, OneDrive, and Google Drive with phishing exploits, making for a rich harvest of sensitive data given that most organizations’ employees continued to work remotely. In the later years we have also seen academic institutions becoming more frequent targets for both cybercriminals and state sponsored hackers. In 2022 the education/research sector was most attacked industry globally, seeing a 43% increase compared to 2021, with an average of 2,314 attacks per organisation every week. Schools and universities have the unique challenge of dealing with children or young adults, many of which use their own devices, work from shared locations, and often connect to public Wi-Fi without thinking of the security concerns. Additionally, Russia’s war on Ukraine has led to an increase in spear-phishing activity targeting educational institutions in NATO countries. This situation calls attention to the need for awareness raising about personal cyber security. In Norway, Nord University is one of a few universities with specific focus on security and preparedness, including cyber security awareness. The university has two information security courses: one belonging to furthering education and one within the MBA-study program in Security and Preparedness Management. This paper examines the question whether serious games and online quizzes can create heighten cyber security awareness and motivate individual students to change their cyber security behaviour. The paper reports on the findings based on written reflection notes from students belonging to both courses. The technique of examination and interpretation applied to the data was qualitative thematic content analysis supported by computer-assisted qualitative data analysis software NVivo. Theoretical analysis was guided by social constructionist perspective on knowledge creation. While many advantages of the use of online quizzes and computer games were specified by students, challenges were identified as well. However, the findings show that the use of serious games and online quizzes can be an efficient approach to raising security awareness among participating students.
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