Forthcoming

CYBERLEAP: The Planning Process for the Security Awareness Game

Authors

  • Nur Anis Aqilah Muhamad Azahar Faculty of Science and Technology, Universiti Sains Islam Malaysia, 71800, Nilai, Negeri Sembilan, Malaysia.
  • Nurdiana Azizan Faculty of Science and Technology, Universiti Sains Islam Malaysia, 71800, Nilai, Negeri Sembilan, Malaysia. https://orcid.org/0000-0001-6797-0472
  • Noraizah Abu Bakar Faculty of Accountancy, Universiti Teknologi MARA (UiTM) Cawangan Johor Kampus Segamat Jalan Off KM 12 Jalan Muar, 85000 Segamat, Johor Darul Takzim, Malaysia.
  • Dini Onasis Faculty of Economics and Business, Universiti Lancang Kuning (UNILAK), JI. Yos Sudarso, KM. 8, Rumbai, Pekanbaru, Riau, Indonesia.

DOI:

https://doi.org/10.33102/mjosht.v11i1.457

Keywords:

Cybersecurity, game, security awareness, adolescence

Abstract

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.

Downloads

Download data is not yet available.

References

Palma, J. C. (2023, May 19). The Internet Revolution: Connecting the World and Changing Lives - Smartencyclopedia. Retrieved May 16, 2024, from Smartencyclopedia - One World of Information website: https://smartencyclopedia.org/2023/05/19/the-internet-revolutionconnecting-the-world-and-changing-lives

Jian, Ng Jia, and Intan Farahana Binti Kamsin. "Cybersecurity Awareness Among the Youngs in Malaysia by Gamification." In 3rd International Conference on Integrated Intelligent Computing Communication & Security (ICIIC 2021), pp. 487-494. Atlantis Press, 2021. doi: 10.2991/ahis.k.210913.061

Andrews, George, Chitra Balakrishna, and Alexander Mikroyannidis. "The Need for Game-Based Learning Methods to Address Cyber Threats." In Proceedings of the 17th European Conference on Game-Based Learning: ECGBL 2023. Academic Conferences and publishing limited, 2023.

Bouvier, Patrice, Elise Lavoué, and Karim Sehaba. "Defining engagement and characterizing engaged-behaviors in digital gaming." Simulation & Gaming 45, no. 4-5 (2014): 491-507. doi: 10.1177/1046878114553571

Batzos, Zisis, Theocharis Saoulidis, Dimitrios Margounakis, Eleftherios Fountoukidis, Elisavet Grigoriou, Achilleas Moukoulis, Antonios Sarigiannidis et al. "Gamification and Serious Games for Cybersecurity Awareness and First Responders Training: An overview." Authorea Preprints (2023). doi: 10.36227//techrxiv.22650952.v1

Bilolova, Zamira Bakhtiyarovna. "Use Of Foreign Experience In Providing Informational Psychological Security Among Youth." Pedagogical Cluster-Journal of Pedagogical Developments 2, no. 1 (2024): 401-409. Retrieved from https://euroasianjournals.org/index.php/pc/article/view/159

Calvano, Miriana, Federica Caruso, Antonio Curci, Antonio Piccinno, and Veronica Rossano. "A Rapid Review on Serious Games for Cybersecurity Education: Are" Serious" and Gaming Aspects Well Balanced?." In IS-EUD Workshops. 2023. https://ceur-ws.org/Vol-3408/short-s3-05.pdf

Chen, Tianying, Jessica Hammer, and Laura Dabbish. "Self-efficacy-based game design to encourage security behavior online." In Extended Abstracts of the 2019 CHI Conference on Human Factors in Computing Systems, pp. 1-6. 2019. doi:10.1145/3290607.3312935

Cambridge Dictionary. (2024). leaderboard. Retrieved May 15, 2024, from @CambridgeWords website: https://dictionary.cambridge.org/dictionary/english/leaderboard

Gwenhure, Anderson Kevin, and Flourensia Sapty Rahayu. "Gamification of cybersecurity awareness for non-it professionals: A systematic literature review." International Journal of Serious Games 11, no. 1 (2024): 83-99. doi: 10.17083/ijsg.v11i1.719

Maathuis, Clara, Frederick Janssens, and Ebrahim Rahimi. "Design of a Disinformation Awareness Digital Game." In A Conference Hosted By. 2024. doi: 10.34190/ecsm.11.1.2053

MDN. (2024, May 6). Website security - Learn web development | MDN. Retrieved May 16, 2024, from MDN Web Docs website: Website security - Learn web development | MDN (mozilla.org)

1Kosmos. (2023, November 15). Password Complexity: Strengths, Weaknesses, Best Practices. Retrieved May 16, 2024, from 1Kosmos website: https://www.1kosmos.com/security-glossary/password-complexity/

AWS. (2024). What is SDLC? - Software Development Lifecycle Explained - AWS. Retrieved May 16, 2024, from Amazon Web Services, Inc. website: https://aws.amazon.com/what-is/sdlc/#:~:text=The%20software%20development%20lifecycle%20(SDLC,expectations%20during%20production%20and%20beyond

Downloads

Published

2025-02-24

How to Cite

Nur Anis Aqilah Muhamad Azahar, Nurdiana Azizan, Noraizah Abu Bakar, & Dini Onasis. (2025). CYBERLEAP: The Planning Process for the Security Awareness Game. Malaysian Journal of Science Health & Technology, 11(1), 142–153. https://doi.org/10.33102/mjosht.v11i1.457

Issue

Section

Computational Modeling & System Development

Similar Articles

1 2 > >> 

You may also start an advanced similarity search for this article.