Publication:
Enhancing Cyber-attacks Awareness Via Mobile Gamification Techniques

dc.contributor.authorSakinah Ali Pitchayen_US
dc.contributor.authorAnis Syahira Suhaimien_US
dc.contributor.authorNajwa Hayaati Mohd Alwien_US
dc.contributor.authorFarida Ridzuanen_US
dc.contributor.authorAzni Haslizan Ab Halimen_US
dc.date.accessioned2024-05-28T06:42:44Z
dc.date.available2024-05-28T06:42:44Z
dc.date.issued2022
dc.date.submitted2023-2-8
dc.descriptionVolume: 4 No: 2 (page: 69-84)en_US
dc.description.abstractNowadays, the changes in online behavior make data privacy extremely relevant which requires a suitable approach for raising cyber-attacks awareness. Every generation is constantly relying on the cyber world to run their life and they often are lacking in knowledge on security, which exposes them to attackers. Gamification techniques is chosen to be implemented in this research as the use of gamification are increasingly used in education to improve learner’s motivation and engagement. This research introduces a cyber-attacks awareness via mobile gamification techniques known as CYBERPOLY. This quiz-based game combined with the board game concept assists in increasing cyber-attacks awareness and reduces the incidents report and victim risk of any cyber traps. CYBERPOLY promotes Naqli (Revealed knowledge) and Aqli (Rational knowledge) (iNAQ) via board game where users can learn a few Arabic terms that are related to Muslim life such as Tawakkal (hibah, infaq, waqaf, qard, sedeqah), Ta’alim, Iktikaf, Muhasabah. CYBERPOLY offers password complexity indicator feature while offering portability, accessibility, off-line service (anytime, anywhere) and fun learning. It provides four levels of interactive quiz which are beginner, moderate, advanced, and professional that implement the Bloom’s Taxonomy keyword for more effective learning process. The user will be rewarded with score by earning their own money via security awareness quiz that will be used later as their initial salary to begin the board game. The game will end when the player’s money balance reached negative. Thus, this game is mainly developed to educate netizen about cyber-attacks in fun and interactive. Based on the end user feedbacks of functional testing and security authentication, the results show that CYBERPOLY has huge potential as an education tool on cultivating cyber-attacks awareness for digital society. For future planning, the additional scope can be expanded by creating more quiz questions according to specific cyberattack topics, add multiplayer game mode, made available for the iOS platform and save the game result for monitoring the learning performance of each user.en_US
dc.identifier.citationALI PITCHAY, Sakinah et al. Enhancing Cyber-attacks Awareness via Mobile Gamification Techniques. International Journal of Advanced Research in Technology and Innovation, [S.l.], v. 4, n. 2, p. 69-84, aug. 2022. ISSN 2682-8324. Available at: <https://myjms.mohe.gov.my/index.php/ijarti/article/view/18554>.en_US
dc.identifier.doi10.55057/ijarti.2022.4.2.8
dc.identifier.epage84
dc.identifier.issn2682-8324
dc.identifier.issue2
dc.identifier.spage69
dc.identifier.urihttps://myjms.mohe.gov.my/index.php/ijarti/article/view/18554
dc.identifier.urihttps://oarep.usim.edu.my/handle/123456789/7632
dc.identifier.volume4
dc.language.isoen_USen_US
dc.publisherAsian Scholars Networken_US
dc.relation.ispartofInternational Journal of Advanced Research in Technology and Innovationen_US
dc.subjectonline behavior, mobile gamification, cyber-Attacks, netizen, iNAQen_US
dc.titleEnhancing Cyber-attacks Awareness Via Mobile Gamification Techniquesen_US
dc.typeArticleen_US
dspace.entity.typePublication

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