The Future of Education

Edition 15

Accepted Abstracts

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 ManganelloPeadar CallaghanGiuseppe CittàPaola DenaroJeffrey EarpChiara FanteDirk IfenthalerCatlyn KirnaLuca Janka Laszlo, Ilaria Matteucci, Salvatore PernaNicolai PlintzAnna VaccarelliManuel Gentile: SuperCyberKids: Enhancing Cybersecurity Education in K-12 Through Digital Game-Based Learning. HELMeTO2023: 323-334

 

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