跳到正文
研踪PaperTrail
← 研踪 PaperTrail

arXiv:2611.05587 · v1

Cibersapiens: Gamifying Cybersecurity Education to Engage Secondary Students

首次提交 2026-11-04 04:17
版本更新 2026-11-04 04:17
雷达观测 2026-11-05 10:08
arXiv ↗PDF ↗

摘要

Cybersecurity education and awareness are often tailored for businesses, leaving general citizens, especially young people, unprepared. Despite the availability of educational resources, cybersecurity training is not provided equally to all individuals, particularly children and teenagers. As digital risks such as sexting, grooming, and cyberbullying, among others, increase, young users remain vulnerable. However, existing awareness efforts fail to engage them effectively and current content lacks the motivation needed to drive meaningful behavioral change. This paper introduces "Cibersapiens: Digital Well-being for a Connected Generation," an interactive, gamified environment designed to teach cybersecurity to secondary school students. The project focuses on developing and implementing gamified educational resources that actively engage students, improve their understanding of cyber risks, and promote best practices in digital security. By leveraging active learning methodologies, this approach transforms cybersecurity education into an engaging and meaningful experience.

作者备注:9 pages, 2 tables. Presented at JNIC 2025, Zaragoza, Spain, June 4-6, 2025

期刊信息:Actas de las X Jornadas Nacionales de Investigacion en Ciberseguridad (JNIC 2025), Universidad de Zaragoza, 2025, pp. 485-493. ISBN 978-84-10169-61-6

AI 论文解读

基于摘要 · 非全文审阅

此版本尚未生成 AI 解读。解读由后台任务生成并按论文版本保存,登录后共享已有结果。

版本差异

目前只观测到一个版本,无法比较变化。之后收录新版本时,会在这里对照标题、作者、分类和摘要。

观测到的版本

相邻记录可能跳过中间版本;首次发现 v2 及以上也会标为版本更新。

v1 · 2026-11-04 04:17 · 最新观测版本

Cibersapiens: Gamifying Cybersecurity Education to Engage Secondary Students

Cybersecurity education and awareness are often tailored for businesses, leaving general citizens, especially young people, unprepared. Despite the availability of educational resources, cybersecurity training is not provided equally to all individuals, particularly children and teenagers. As digital risks such as sexting, grooming, and cyberbullying, among others, increase, young users remain vulnerable. However, existing awareness efforts fail to engage them effectively and current content lacks the motivation needed to drive meaningful behavioral change. This paper introduces "Cibersapiens: Digital Well-being for a Connected Generation," an interactive, gamified environment designed to teach cybersecurity to secondary school students. The project focuses on developing and implementing gamified educational resources that actively engage students, improve their understanding of cyber risks, and promote best practices in digital security. By leveraging active learning methodologies, this approach transforms cybersecurity education into an engaging and meaningful experience.

查看此版本解读 →查看此版本原文 ↗