Sakinah Ali PitchayAnis Syahira SuhaimiNajwa Hayaati Mohd AlwiFarida RidzuanAzni Haslizan Ab Halim2024-05-282024-05-2820222023-2-8ALI 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>.2682-832410.55057/ijarti.2022.4.2.8https://myjms.mohe.gov.my/index.php/ijarti/article/view/18554https://oarep.usim.edu.my/handle/123456789/7632Volume: 4 No: 2 (page: 69-84)Nowadays, 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-USonline behavior, mobile gamification, cyber-Attacks, netizen, iNAQEnhancing Cyber-attacks Awareness Via Mobile Gamification TechniquesArticle698442