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Cyber Security Unplugged: Teaching Security Management Through Immersive Gameplay

  • Alan Mills,
  • Ian Caple,
  • Phil Legg,
  • Sophie Fenn,
  • Aida Abzhaparova

摘要

Cyber security education and the online safety of young people is key on the government agenda. A variety of initiatives are designed to raise awareness about the threats and safeguards related to children and their use of technology. Furthermore, cyber security incidents are frequently impacting young people by directly disrupting the services they rely on, from schools to social media. As a result of a vast array of national, regional and local government funded programmes, young people are becoming increasingly aware of the importance of cyber security, both as an a societal need but also as a potential career path. However, what remains is still a gap between the need for cyber education and the diverse range of careers in this field. This chapter presents an innovative pedagogic and gamified experience for teaching fundamental security management concepts, that differs from typical learning environments that focus on technical skills. The game was co-developed with school teachers and designed for teachers and educators to use in a variety of settings, such as schools, HE, and business. This game has been successful in demystifying the field of cyber security for new players, explaining the entry points into the field, and demonstrating the wide-range of skills and behaviours required to pursue careers in cyber security. By drawing from the successful application of this game, the chapter highlights the importance of using immersive, offline, and non-technical (“unplugged”) pedagogies. Furthermore, it demonstrates how educators can explain the complexities of cyber security and entice young people to further explore a multitude of roles and careers in this field.