Title :
Enhancing cybersecurity learning through an augmented reality-based serious game
Author :
Salazar, Magdalena ; Gaviria, J. ; Laorden, C. ; Bringas, Pablo G.
Author_Institution :
S3Lab., Univ. of Deusto, Bilbao, Spain
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 :
augmented reality; computer games; learning (artificial intelligence); security of data; social networking (online); always-connected mobile devices; augmented reality-based serious game; cybersecurity learning; high school students; information communication mediums; information security; social networks; Augmented reality; Computer security; Educational institutions; Engineering education; Games; Social network services; augmented reality; experimental gaming model; game-based learning; information security; serious game;
Conference_Titel :
Global Engineering Education Conference (EDUCON), 2013 IEEE
Conference_Location :
Berlin
Print_ISBN :
978-1-4673-6111-8
Electronic_ISBN :
2165-9559
DOI :
10.1109/EduCon.2013.6530167