JOURNAL ARTICLE

Enhancing cybersecurity learning through an augmented reality-based serious game

Abstract

As social networks and always-connected mobile devices grow in popularity, the control over personal information weakens. This is especially true for teenagers between 15 and 18 years old, one of the population groups that shares more information online, but also the most unaware of the risks associated with this activity. For this reason, many institutions have developed programs to educate the students in the correct use of the new communication mediums. However, the concepts about information security require a lot of expert knowledge and are very difficult to explain appropriately. In this paper, we present a serious game designed to enhance an information security presentation aimed at high school students. This is achieved through the use of augmented reality to give shape and form to the intangible cybersecurity concepts and allow the students to interact with them using the same rule set that was explained during the presentation.

Keywords:
Popularity Presentation (obstetrics) Computer science Computer security Set (abstract data type) Internet privacy Augmented reality Population Mobile device Human–computer interaction World Wide Web Psychology

Metrics

17
Cited By
0.36
FWCI (Field Weighted Citation Impact)
22
Refs
0.68
Citation Normalized Percentile
Is in top 1%
Is in top 10%

Citation History

Topics

Educational Games and Gamification
Social Sciences →  Psychology →  Developmental and Educational Psychology
Child Development and Digital Technology
Social Sciences →  Social Sciences →  Education
Impact of Technology on Adolescents
Social Sciences →  Social Sciences →  Sociology and Political Science

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