Security Education and Awareness for K-6 Going Mobile

Filippos Giannakas, Georgios Kambourakis, Andreas Papasalouros, Stefanos Gritzalis


Nowadays, due to widespread participation of elementary school children in cyberspace activities, basic cybersecurity education and awareness is deemed necessary. Within this context, knowledge acquisition in this timely and important field has greater chances to be more fruitful when the learner is properly motivated. Also, it is anticipated to be more joyful when knowledge is acquired in the form of a digital game-based activity. The paper at hand discusses the development of a novel mobile app called CyberAware, destined to cybersecurity education and awareness. At present, the game is designed for K-6 children in order to support either or both formal or informal learning. Additionally, due to its mobile characteristics, the game can be experienced as an outdoor or classroom activity. Finally, opposite to similar studies found in the literature so far, our attention is not solely drawn to game’s technological aspects but equally to the educational factor. This is achieved through the consideration and use of the ARCS motivational model already from the game’s design phase.


Security education and awareness; mDGBL; motivation, ARCS

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International Journal of Interactive Mobile Technologies (iJIM) – eISSN: 1865-7923
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