CYBERLEAP: The Planning Process for the Security Awareness Game
DOI:
https://doi.org/10.33102/mjosht.v11i1.457Keywords:
Cybersecurity, game, security awareness, adolescenceAbstract
This paper presents the planning process for CyberLeap, a security awareness game for adolescents. In today's digital age, adolescents navigate a world filled with both opportunities and threats. CyberLeap adopts a novel approach to cybersecurity education in recognition of the significance of providing youngsters with the necessary skills to navigate safely (aligned with Sustainable Development Goals (SDG) 4: Quality Education and 16: Peace, Justice, and Strong Institutions). This casual online game is aimed towards teenagers, drawing them in with interactive tasks that simulate real-life situations, such as password management and phishing attempts. CyberLeap makes learning enjoyable, whether by solving a challenging quiz on secure password creation or identifying a phishing email that appears legitimate. CyberLeap is an educational and entertaining platform that empowers teenagers to become responsible digital citizens by providing a range of tasks, clear feedback explaining correct and incorrect responses, and a rewarding system with points, awards, or even leaderboards. As a result, there may be a safer online atmosphere due to their increased awareness of cyber threats and the encouragement of appropriate online conduct. In the end, CyberLeap advances a more promising cyber world in which teenagers can prosper and confidently explore the immense possibilities of the internet. The implication of the research suggests that integrating engaging, game-based cybersecurity education like CyberLeap into adolescent learning can significantly enhance digital safety and responsibility, contributing to a more secure online environment and supporting SDGs related to quality education and strong institutions. The research concludes that CyberLeap effectively enhances adolescents' cybersecurity awareness and accountable online behaviour through interactive, game-based learning, fostering a safer digital environment and supporting quality education and strong institutions.
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