Game Based Learning for Cybersecurity Education
Giorgia Bassi, Institute of Informatics and Telematics of CNR (Italy)
Ilaria Matteucci, Institute of Informatics and Telematics of CNR (Italy)
Abstract
The present paper deals with the videogame “Nabbovaldo and the Cyber Blackmail”, designed, developed and promoted by the Ludoteca del Registro it, the educational section of Registro.it-
The videogame is aimed at children aged 11–13 to improve their knowledge related to the use of digital resources and encourage the adoption of good cybersecurity practices trough the usage of serious games [1,2]. The paper describes its objectives, contents and methods for using it in the classroom. We describe the use of it within the Erasmus+ project “SuperCyberKids” [3], whose purpose is to build an ecosystem of cybersecurity skills to support a game-based learning platform for teachers.
Keywords |
Digital education; cybersecurity education; game based learning |
REFERENCES |
[1] Connolly, T. M., Boyle, E. A., MacArthur, E., Hainey, T. & Boyle, J. M. (2012) A systematic literature review of empirical evidence on computer games and serious games. Computers & Education, 59(2), 661–686. doi: 10.1016/j.compedu.2012.03.004 [2] Coenraad, M., Pellicone, A., Ketelhut, D.J., Cukier, M., Plane, J., Weintrop, D.: Experiencingcybersecurity one game at a time: a systematic review of cybersecurity digital games. Simul. Gaming. 51(5), 586–611 (2020). https://doi.org/10.1177/1046878120933312 [3] Flavio Manganello, Peadar Callaghan, Giuseppe Città, Paola Denaro, Jeffrey Earp, Chiara Fante, Dirk Ifenthaler, Catlyn Kirna, Luca Janka Laszlo, Ilaria Matteucci, Salvatore Perna, Nicolai Plintz, Anna Vaccarelli, Manuel Gentile: SuperCyberKids: Enhancing Cybersecurity Education in K-12 Through Digital Game-Based Learning. HELMeTO2023: 323-334 |