CyberKids: video game for raising cyber security awareness in children

被引:2
作者
Perez, Juan [1 ]
Torres, Romina [1 ]
von Brand, Sven [1 ]
机构
[1] Univ Andres Bello, Engn Fac, Vina Del Mar, Chile
来源
2020 39TH INTERNATIONAL CONFERENCE OF THE CHILEAN COMPUTER SCIENCE SOCIETY (SCCC) | 2020年
关键词
Gamification; cybersecurity; vulnerabilities; educational; learning;
D O I
10.1109/sccc51225.2020.9281253
中图分类号
TP39 [计算机的应用];
学科分类号
081203 ; 0835 ;
摘要
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.
引用
收藏
页数:8
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