Vis enkel innførsel

dc.contributor.authorQuayyum, Farzana
dc.date.accessioned2021-10-28T07:12:31Z
dc.date.available2021-10-28T07:12:31Z
dc.date.created2021-08-04T15:46:46Z
dc.date.issued2020
dc.identifier.isbn978-1-4503-8020-1
dc.identifier.urihttps://hdl.handle.net/11250/2826142
dc.description.abstractWith the advancement of technology and the development of new tools, games, applications and social media sites, it is getting difficult every day to keep up with threats and vulnerabilities associated with these tools, apps or websites, especially for children. The goal of this research is to investigate and further develop new knowledge and tools that will be helpful and effective to teach the children about cyber security by performing various gamified actions in a playful, engaging and motivating manner. The methodology of this research would be both qualitative and quantitative, using interviews, questionnaires, focus group and observations. Initially, this project will define the theoretical and existing practices of cyber security awareness education for children. In the next phase, this research will design and implement interventions based on learning activities like workshops and collaborative tasks; followed by empirical test and evaluation of the proposed interventions.en_US
dc.language.isoengen_US
dc.publisherAssociation for Computing Machinery (ACM)en_US
dc.relation.ispartofIDC 2020 Extended Abstract Proceedings
dc.titleCyber security education for children through gamification: research plan and perspectivesen_US
dc.typeChapteren_US
dc.description.versionacceptedVersionen_US
dc.rights.holder© ACM. This is the author's version of the work. It is posted here by permission of ACM for your personal use. Not for redistribution.en_US
dc.source.pagenumber9-13en_US
dc.identifier.doi10.1145/3397617.3398030
dc.identifier.cristin1923929
cristin.ispublishedtrue
cristin.fulltextpostprint
cristin.qualitycode1


Tilhørende fil(er)

Thumbnail

Denne innførselen finnes i følgende samling(er)

Vis enkel innførsel