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The social startup game : creating an educational cybersecurity game and collecting empirical data

机译:社交创业游戏:创建教育网络安全游戏并收集经验数据

摘要

We discuss our methods and justifications for game design decisions. We identify three major learning outcomes that must be met by our game designs. Through a literature review, we create a three-tier taxonomy of games and discover that most education cybersecurity games do not have empirically proven efficacy. We discuss our prototyping process and justify our game design decisions. We test the game with thirteen children in our target age range and identify four major themes: Mixed views on education and career goals, diverse opinions about developers' appearance and interests, impact of background knowledge, and two modes of character driven decisions. These observations support our thesis that type three games would be useful for addressing our design and educational goals. We also identify a need future work to be done in five distinct areas: cybersecurity educational game design, cybersecurity education game validation, the role of narrative in games, asynchronous, asymmetric games in relation to security, and youth perceptions of cybersecurity careers and practices.
机译:我们讨论了游戏设计决策的方法和理由。我们确定游戏设计必须满足的三个主要学习成果。通过文献综述,我们创建了游戏的三层分类法,并且发现大多数教育网络安全游戏都没有经过经验证明的功效。我们讨论了原型制作过程,并证明了我们的游戏设计决策的合理性。我们在目标年龄范围内对13个孩子进行了游戏测试,并确定了四个主要主题:对教育和职业目标的混合看法,对开发者的外观和兴趣的不同看法,背景知识的影响以及两种角色驱动的决策方式。这些观察结果支持了我们的观点,即第三类游戏对于解决我们的设计和教育目标很有用。我们还确定了需要在五个不同领域中进行的未来工作:网络安全教育游戏设计,网络安全教育游戏验证,叙述在游戏中的作用,与安全相关的异步,非对称游戏以及青少年对网络安全职业和实践的看法。

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  • 作者

    Stumbaugh Kaleb;

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  • 年度 2016
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