=Paper= {{Paper |id=Vol-1857/gamifin17_p5 |storemode=property |title=Gamification to Empower Information Security Education |pdfUrl=https://ceur-ws.org/Vol-1857/gamifin17_p5.pdf |volume=Vol-1857 |authors=Alessandra Antonaci,Roland Klemke,Christian M. Stracke,Marcus Specht,Mario Spatafora,Kamelia Stefanova |dblpUrl=https://dblp.org/rec/conf/gamifin/AntonaciKSSSS17 }} ==Gamification to Empower Information Security Education== https://ceur-ws.org/Vol-1857/gamifin17_p5.pdf
        Gamification to Empower Information Security Education

              Alessandra Antonaci, Roland Klemke, Christian M. Stracke, Marcus Specht
                         Welten Institute, Open University of the Netherlands
                                             Netherlands
alessandra.antonaci@ou.nl, roland.klemke@ou.nl, christian.stracke@ou.nl, marcus.specht@ou.nl

                                              Mario Spatafora
                                       Università degli Studi di Roma3
                                                    Italy
                                        mario.spatafora@uniroma3.it

                                             Kamelia Stefanova
                                            University of Sophia
                                                 Bulgaria
                                          kamelia@fmi.uni-sofia.bg


Abstract: 47% of the world population uses the internet daily, and access is growing also in less developed
countries (LDCs). As a consequence, a total of almost 1 billion households in the world have internet access, of
which 48 million belong from LDCs (ITU, 2016). A large proportion of internet users are teenagers, who often are
not aware of all the risks related to sharing private information through the Internet using for instance social
networks. This paper summarizes how much time students pass online, in what activities they prefer to be
involved, which risks they are confronted with, and what can be done to reduce them. The solution we propose is
an investment on the teacher level, recognized here as a key figure to be trained to become I (information) Secure
Agent via an online course. The course will follow a gamified approach for empowering information security
education. Our assumption is that gamification will have positive effects on participants’ engagement and goal
achievement.


Keywords: Gamification, Information Security, Teacher Training, Online Learning



1. Background

1.1 Internet Usage by Students-Teenagers

Based on OECD’s (Organization for the Economic Cooperation and Development) report in 2012, 15-
year-olds have at least five years of experience using computers (OECD, 2015). In countries like
Norway, Sweden, Finland, Denmark and Israel the majority of the students starts to use the computer at
about the same age they start to learn writing and reading, this means at the age of 6 years or even
earlier (OECD, 2015).

“On average across OECD countries, 57% of students had accessed the Internet for the first time when
they were younger than 10 (at that age, 76% of students were already using computers). In Denmark
and the Netherlands, more than 30% of students had accessed the Internet for the first time before they
turned 7” (OECD, 2015, p. 39).

In the PISA (programme for international student assessment) study, performed in 2012, OECD
highlight that students, on average, report spending over two hours online each day on school days as
well as during weekends (OECD, 2015), with students in some countries (Norway, Russian Federation,
Estonia, Sweden, Australia, Denmark) even reporting over 4 hours of online activity on average
(OECD, 2015).

1.2 Online Teenagers Are Busy With…

The type of activities in which students are engaged during their time online has been mapped by
OECD in two PISA studies, in 2009 and 2012, with several changes being recorded. Students report




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that the majority of time spent in browsing is for leisure purposes, to spend time in social networks, or
for downloading films or their favorite music (see figure 1 for more detailed information).




   Figure 1. OECD (2015) data on the activities declared to be done online by students interviewed.

1.3 Risks for Students Online

Which risks can students, mainly teenagers and children, encounter during their online activities? In
figure 2 are represented the main risks to which children are exposed while using the Internet. There
are several risks, mainly connected to the access and acquisition of their personal information. Young
students feel the need to socialize and they do it by using all means possible, in particularly sharing
information via online social networks. Paradoxically, they are not aware of the dangers of sharing
personal data online, which makes them especially vulnerable to the risks of the World Wide Web
(OECD, 2012).

The risks that a student can encounter online can be roughly divided into four macro categories: (1)
content; (2) contact; (3) children targeted as consumer; (4) information related to privacy and (5)
security data.

The content risk for students can occur in the following forms: illegal content (depending on country
legislation) that generally refers to discriminative and/or sexual exploitive content; inappropriate for
the age of the audience; harmful advice that can persuade a person to commit suicide, consume drugs
and alcohol, develop eating disorders, such as anorexia, and problematic content that are files,
generally images and or videos created by users to be shared with their peers with the initial purpose of
fun, but their nature can create problems if they are captured by the wrong person (i.e., the “happy
slapping” phenomenon).

The risks online also stem from the contacts whom students interact with, and “they can be further
distinguished according to whether: i) the interaction takes place with the intention to harm the child;
ii) children are exposed to hateful online interactions; or iii) the child inflicts harm to himself or herself
by his or her conduct (e.g. liability due to illegal file sharing)” (OECD, 2012, p. 29). The first type of
interaction is known as cyber-grooming; the second cyberbullying and the third illegal interaction. The
difference between the first two is that, generally, in cyber-grooming, an adult interacts with a minor
with the intent of bringing the online interaction into reality by playing on the sense of trust that the
child has developed for that adult, with the intent of proceeding with illegal acts. Cyberbullying, on the
other hand, is generally committed by a peer who uses information and technology to ridicule (“bully”)
and harm another person. Cyberbullying can also be committed by a group of people. A common
definition of cyberbullying is the following: “an aggressive, intentional act or behavior that is carried
out by a group or an individual, using electronic forms of contact, repeatedly and over time against a
victim who cannot easily defend him or herself” (Moreno, 2014).

Risks more fraudulent in financial nature relate to transactions that can occur when students are
approached online as consumers, in the form of online scams, fraud and overspending, if they have
online access to means of payment.

The act of sharing information online implies risks for privacy, people can use personal data and even
commit identity theft. Unfortunately, the risks cannot be contained only in the act of sharing, also


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receiving or downloading uncertain data can generate security problems such as: commercial spyware
(a software that spies your internet browsing activities) or malicious code.

As mentioned at the beginning of this paragraph, children from one side put themselves at high risk of
becoming a victim of online dangers, by frequently socializing with their friends and sharing their
private information online, but, paradoxically, they are not aware of the potentially hazardous
consequences of their online behavior. “Children may presume, incorrectly, that all information they
submit remains within the boundaries of their immediate contacts, and they may fail to anticipate the
possible adverse consequences of providing information to 'friends of friends'”(OECD, 2012, p. 36).




                 Figure 2. Synthesis of main risks that children can encounter online.

2. How to Contain These Risks and Support Students?
To find a possible answer in the framework of I SECURE - Empowering education systems in
information security project (http://www.isecure-edu.eu/index.php/en/), a needs analysis was
performed and teacher was identified as a key stakeholder for investment. A teacher can reach and
support both students and their parents, and can be trained to transfer knowledge and strategies on how
to reduce online risks.

The study sample consisted of 108 parents, 93 students and 89 school staff members (head masters and
teachers) from four countries (see figure 3). The needs related to information security education of
these target groups were investigated by means of a survey questionnaire.

By analyzing the data, we were able to determine the areas of possible intervention and define the
learning objectives for a teachers’ training curriculum. Via further analysis through interviews of the
school staff (19 people involved from the four countries) and focus groups involving not only school
staff but also students and parents (36 people in total) we were able to investigate more deeply their
needs. This led us to conclusion towards focusing our attention on teachers, recognized as the key
persons on which to invest with our course.

Furthermore, from the survey data it was highlighted that the majority of the school staff members that
were interviewed (73%; 65 participants out of 89) never attended a training on ICT security (see figure
4). In addition, we asked those who declared to have attended a course, to provide information on the
course provider. Half of them (12 of 24), declared that the attended course was organized by their
schools; the rest undertook a self-regulated learning path by looking for information on e.g., the
internet or books and only one person declared to have attended private training courses organized by
an external organization.




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Consequently, despite the fact that some of the schools in the consortium organized training courses for
their staff on ICT security, the majority of school staff has not attended them. To make the course more
attractive and motivating for teachers, we aim to follow a gamified approach for the course. It will be
designed and delivered in an online environment with the purpose to train our I-Secure (short for
"information security") Agents.




                                     Figure 3. Survey population.




Figure 4. Investigation via surveys of the percentage of school staff who ever attended an ICT security
                                                course.

2.1 Why Gamification?

Gamification is the application of game elements in a non-game scenario to solve a problem or induce
a change in the behavior of the target population (Deterding, Dixon, Khaled, & Nacke, 2011). This
approach has been selected in our project because of gamification’s potential in education (Dicheva &
Dichev, 2015), and for its suitability to our target audience, adults, and the topic we are aiming to
deliver: information security education.

Gamification effectiveness has been studied by several authors and from these studies it has been
suggested that the gamified approach can generate several effects, for instance, on users’ performance
(Hakulinen, Auvinen, & Korhonen, 2015), (Bernik, Bubaš, & Radoševi, 2015), (De-Marcos, Garcia-
Lopez, & Garcia-Cabot, 2016), (Hamari, 2013), (Hamari & Koivisto, 2015); motivation (Gooch,
Vasalou, & Benton, 2016), (Utomo & Santoso, 2015), (Hamari, Koivisto, & Sarsa, 2014); engagement
and enjoyment (De-Marcos, Domínguez, Saenz-De-Navarrete, & Pagés, 2014), (Huang & Hew, 2015),
(Mazarakis, 2015).

Designing gamification is not a trivial task as it is more than just application of game elements in a
non-game scenario: the mere implementation of those elements does not guarantee a result. The choice
of game elements and their design needs to be related to the problem to be solved and the targeted
population. In our case, teachers compose the target with a basic knowledge on information security
that will be trained to cover the role of an Agent to secure their students for the online risks they can
encounter.

The training will be developed in three modules: I - Protection against incorrect and aggressive
behavior in social networks and personal information; II - Elements of Security Systems: firewall, anti-
viruses, contactless devices; III - Intellectual Property Rights for Digital Content and ethical behavior
in the legal context. Each module will be delivered with five lessons. The game elements that will be



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used are: scores, leaderboard, progress bar, badges, competition, collaboration, feedback and
stimulated planning.

Each of these elements has been selected following a certain ratio, e.g., we want to test whether using
leaderboard will positively impact on user performance by stimulating social comparison (Wu,
Kankanhalli, & Huang, 2015). Studies (such as, Hamari, 2013) show that also badges can activate
social comparison among users and positively influence performance.. However, in our platform we
would like to use badges as “clear goals” to be achieved and as reward mechanism.
Stimulated planning is a game element described in Björk and Holopainen (2005) collection of game
design patterns (GDPs) that will allow users to plan their actions and pursuit their goals (and that is
mostly used in strategy games) (Björk & Holopainen, 2005). By using this game element, we aim to
test whether we can positively impact users' goal achievement by stimulating them to effectively define
and plan their actions. That effect could be expected following the Implementation Intention theory
(Gollwitzer, 1999), (Gollwitzer & Sheeran, 2006). By using this game element, we aim to let users
decide what to do during the course and help them plan how to achieve their goals.

Figure 5 shows the structure of the online course in more detail. We designed two separate course
paths: a short and long version of the course. The short version presents the learner with an
introduction based on the summary of the full course content that will be further detailed in the lessons.
Based on this short version course, the participant can make a decision to proceed in the full course and
plan it with awareness, or to continue immediately with the conclusion of the course. However, we
expect that almost all users will opt for the long version of the course because it has been designed in
accordance with their needs. They are free to plan which module to follow first, when and how. The
success of the course will be evaluated in terms of users’ learning performance (mean test scores) and
users’ goal achievement (completion in relation to individual intention plan).




                            Figure 5. Gamified Online Course for Teachers.

2.2 Game Elements Selection

The selection criteria we used to identify the 21 game elements were: (1) the frequent use of a GDP in
literature, (2) the applicability of a GDP in a multi-user environment, and (3) our hypothesized impact
of the selected pattern on learners’ engagement, goal achievement, and also on learning performance.



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The tools used to validate these were questionnaire and focus group, involving 42 experts belonging
from the following different fields: game design, technology enhanced learning (TEL) and learning
science to validate them.

Game designers, learning scientist and TEL experts were involved because, due to the different
backgrounds, they could evaluate the suitability of our selection form different perspectives: game
design, didactic and TEL fit. The data of this study are being analyzed and will be presented in our
future work.

3. Conclusions and Future Work
By referring to international reports from ITU and OECD, we have summarized an overview of the
type and frequency of online activities that students engage in, as well as the potential risks involved.

In the framework of I Secure project, a needs analysis has been conducted among students, their
parents, and school staff members with the purpose of collecting the needs of our target groups related
to information security education, and designing a curriculum based on these.

The qualitative data analysis suggested that teachers are recognized as key persons: a mediator between
student and parents, and point of reference for both. Furthermore, it has been underlined that despite
the fact that the courses on information security were provided by the schools, the majority of school
staff members did not attend them. As a consequence, to empower information security education and
enhance teachers’ engagement and goal achievement, a gamified online course will be designed to train
the I-Secure Agent.

Our future work is aimed at (1) analyzing and presenting the data related to the GDPs validation from
the experts (2) setting up a pilot course to test our assumptions and (3) in the next future scaling up the
course and testing the game elements’ effects on MOOC (Massive Online Open Course) users’
behavior.

Acknowledgments
This study is partly founded by the I SECURE - Empowering education systems in information
security project (n. 2015-1-IT02-KA201-015005) under the Erasmus + programme of the European
Commission (http://www.isecure-edu.eu/index.php/en/).

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