Building a Frame-Based Cyber Security Learning Game | SpringerLink
Skip to main content

Building a Frame-Based Cyber Security Learning Game

  • Conference paper
  • First Online:
Mobile Internet Security (MobiSec 2016)

Part of the book series: Communications in Computer and Information Science ((CCIS,volume 797))

Included in the following conference series:

  • 459 Accesses

Abstract

With the rapid growth of the Internet-based smart mobile phone applications, a variety of sophisticated threats or attacks have been developed on the Internet recently. Therefore, how to enhance the cyber-security literacy education to prevent or mitigate Internet crimes becomes a very important and challenging issue. In this paper, the frame structure of the knowledge base for the card game called iMonsters has been designed to help students to easily understand the attack or defense strategies and concepts in cyber-security domain, and the ontology crystallization method will be applied to refine the existing ontology. We then propose a rule generation algorithm to generate new rules based upon learning from examples approach, and the generated new rules can be used as the scaffoldings to help the users to learn the knowledge obtained from the real cases. 53 children have participated in the iMonster card game playing in 2015. Based upon the experimental results, we can find that the card game playing can assist students to learn the cyber-security knowledge.

This is a preview of subscription content, log in via an institution to check access.

Access this chapter

Subscribe and save

Springer+ Basic
¥17,985 /Month
  • Get 10 units per month
  • Download Article/Chapter or eBook
  • 1 Unit = 1 Article or 1 Chapter
  • Cancel anytime
Subscribe now

Buy Now

Chapter
JPY 3498
Price includes VAT (Japan)
  • Available as PDF
  • Read on any device
  • Instant download
  • Own it forever
eBook
JPY 5719
Price includes VAT (Japan)
  • Available as EPUB and PDF
  • Read on any device
  • Instant download
  • Own it forever
Softcover Book
JPY 7149
Price includes VAT (Japan)
  • Compact, lightweight edition
  • Dispatched in 3 to 5 business days
  • Free shipping worldwide - see info

Tax calculation will be finalised at checkout

Purchases are for personal use only

Institutional subscriptions

Similar content being viewed by others

References

  1. Tseng, S.S., Ku, C.H., Lee, T.J., Geng, G.G., Wang, Y.J.: Building a frame-based anti-phishing model based on phishing ontology. In: Proceedings of the AIT 2013 (2013)

    Google Scholar 

  2. Lee, T-J., et al.: Game-based anti-phishing training. In: Proceedings of the TWELF (2010)

    Google Scholar 

  3. Tung, Y.-H., et al.: Building a frame-based content generation approach for APT prevention education. In: Proceedings of the International Conference on e-Learning, e-Business, Enterprise Information Systems, and e-Government (EEE), p. 1. The Steering Committee of the World Congress in Computer Science, Computer Engineering and Applied Computing (WorldComp), January 2014

    Google Scholar 

  4. Tseng, S.-S., et al.: Building a game-based internet security learning system by ontology crystallization approach. In: Proceedings of the International Conference on e-Learning, e-Business, Enterprise Information Systems, and e-Government (EEE), p. 98. The Steering Committee of the World Congress in Computer Science, Computer Engineering and Applied Computing (WorldComp), January 2015

    Google Scholar 

  5. Tankard, C.: Advanced persistent threats and how to monitor and deter them. Netw. Secur. 2011(8), 16–19 (2011)

    Article  Google Scholar 

  6. Qi, M., Zou, C.-Y.: A study of anti-phishing strategies based on TRIZ. In: International Conference on Networks Security, Wireless Communications and Trusted Computing, NSWCTC 2009, vol. 2, pp. 536–538. IEEE, April 2009

    Google Scholar 

  7. Wilson, C., Argles, D.: The fight against phishing: technology, the end user and legislation. In: 2011 International Conference on Information Society (i-Society), pp. 501–504. IEEE, June 2011

    Google Scholar 

  8. Bay (2011). http://pages.ebay.com/education/spooftutorial

  9. Microsoft (2011). http://www.microsoft.com/athome/security/email/phishing.mspx

  10. Dennis, D., William, R.: “Games are made for fun”: lessons on the effects of concept maps in the classroom use of computer games. Comput. Educ. 56(3), 604–615 (2011)

    Article  Google Scholar 

  11. OnGuardOnline (2011). http://www.onguardonline.gov/games/phishing-scams.aspx

  12. Gorling, S.: The myth of user education. In: Virus Bulletin Conference, vol. 11, p. 13, October 2006

    Google Scholar 

  13. Admiraal, W., et al.: The concept of flow in collaborative game-based learning. Comput. Hum. Behav. 27(3), 1185–1194 (2011)

    Article  Google Scholar 

  14. Papastergiou, M.: Digital game-based learning in high school computer science education: impact on educational effectiveness and student motivation. Comput. Educ. 52(1), 1–12 (2009)

    Article  Google Scholar 

  15. Sheng, S., Magnien, B., Kumaraguru, P., Acquisti, A., Cranor, L.F., Hong, J., Nunge, E.: Anti-phishing phil: the design and evaluation of a game that teaches people not to fall for phish. In: Proceedings of the 3rd Symposium on Usable Privacy and Security, pp. 88–99. ACM, July 2007

    Google Scholar 

  16. Paypal (2011). https://www.paypal.com/au/cgi-bin/webscr?cmd=xpt/Marketing/securitycenter/antiphishing/CanYouSpotPhishing-outside

  17. VeriSign (2011). https://www.phish-no-phish.com/default.aspx

  18. Weng, J.-F.: A self-organizing behavior modeling on programming e-Learning. Ph.D. dissertation, Department of Computer Science, National Chiao Tung University, Hsinchu, Taiwan, R.O.C., December 2010

    Google Scholar 

  19. Lin, H.N., Tseng, S.S., Weng, J.F., Lin, H.Y., Su, J.M.: An iterative, collaborative ontology construction scheme. In: Second International Conference on Innovative Computing, Information and Control, ICICIC 2007, p. 150. IEEE, September 2007

    Google Scholar 

Download references

Acknowledgment

This work was partially supported by the National Science Council of the Republic of China under grants MOST 104-2511-S-468-005-MY2 and MOST 104-2511-S-468-002-MY2.

Author information

Authors and Affiliations

Authors

Corresponding author

Correspondence to Shian-Shyong Tseng .

Editor information

Editors and Affiliations

Rights and permissions

Reprints and permissions

Copyright information

© 2018 Springer Nature Singapore Pte Ltd.

About this paper

Check for updates. Verify currency and authenticity via CrossMark

Cite this paper

Wang, YJ., Tseng, SS., Yang, TY., Weng, JF. (2018). Building a Frame-Based Cyber Security Learning Game. In: You, I., Leu, FY., Chen, HC., Kotenko, I. (eds) Mobile Internet Security. MobiSec 2016. Communications in Computer and Information Science, vol 797. Springer, Singapore. https://doi.org/10.1007/978-981-10-7850-7_4

Download citation

  • DOI: https://doi.org/10.1007/978-981-10-7850-7_4

  • Published:

  • Publisher Name: Springer, Singapore

  • Print ISBN: 978-981-10-7849-1

  • Online ISBN: 978-981-10-7850-7

  • eBook Packages: Computer ScienceComputer Science (R0)

Publish with us

Policies and ethics