CyberVR: An Interactive Learning Experience in Virtual Reality for Cybersecurity Related Issues

The use of videogames has become an established tool to educate users about various topics. Videogames can promote challenges, co-operation, engagement, motivation, and the development of problem-solving strategies, which are all aspects with an important educational potential. In this paper, we present the design and realization of CyberVR, a Virtual Reality (VR) videogame that acts as an interactive learning experience to improve the user awareness of cybersecurity-related issues. We report the results of a user study showing that CyberVR is equally effective but more engaging as learning method toward cybersecurity education than traditional textbook learning.

[1]  Jeremiah D. Still Cybersecurity needs you! , 2016, Interactions.

[2]  David A. Elizondo,et al.  A renewed approach to serious games for cyber security , 2015, 2015 7th International Conference on Cyber Conflict: Architectures in Cyberspace.

[3]  Erik Andersen,et al.  What.Hack: Engaging Anti-Phishing Training Through a Role-playing Phishing Simulation Game , 2019, CHI.

[4]  James A. Lewis CYBERSECURITY AND CRITICAL INFRASTRUCTURE PROTECTION , 2017 .

[5]  Kurt Squire,et al.  Video Game–Based Learning: An Emerging Paradigm for Instruction , 2008 .

[6]  Waldemar Karwowski,et al.  Human Factors in Information Security Culture: A Literature Review , 2017, AHFE.

[7]  Rosa Lanzilotti,et al.  Alerting Users About Phishing Attacks , 2019, HCI.

[8]  Georgios Kambourakis,et al.  CyberAware: A mobile game-based app for cybersecurity education and awareness , 2015, 2015 International Conference on Interactive Mobile Communication Technologies and Learning (IMCL).

[9]  Jean-Pierre Jessel,et al.  Origins of Serious Games , 2011, Serious Games and Edutainment Applications.

[10]  Michael N. Milone,et al.  Teaching Through Modality Strengths: Concepts and Practices , 1979 .

[11]  Tiziana Catarci,et al.  Designing Mobile Systems in Highly Dynamic Scenarios: The WORKPAD Methodology , 2009 .

[12]  Ken Allen,et al.  CyberCIEGE: Gaming for Information Assurance , 2005, IEEE Secur. Priv..

[13]  S. DiCarlo,et al.  First-year medical students prefer multiple learning styles. , 2006, Advances in physiology education.

[14]  Kent L. Beck,et al.  Extreme programming explained - embrace change , 1990 .

[15]  Mohamed Khamis,et al.  Human-centered cybersecurity: international workshop at CHITALY 2019 , 2019, CHItaly.

[16]  Jodi Asbell-Clarke,et al.  Challenging games help students learn: An empirical study on engagement, flow and immersion in game-based learning , 2016, Comput. Hum. Behav..

[17]  David R. Michael,et al.  Serious Games: Games That Educate, Train, and Inform , 2005 .

[18]  Ahmed Fahli,et al.  The Serious Game: What Educational Benefits? , 2012 .

[19]  Iva Krasteva,et al.  Personal Extreme Programming – An Agile Process for Autonomous Developers , 2009 .

[20]  Massimo Mecella,et al.  Collaboration on-the-field: Suggestions and beyond , 2011, ISCRAM.

[21]  Devon Allcoat,et al.  Learning in virtual reality: Effects on performance, emotion and engagement , 2018, Research in Learning Technology.

[22]  Rustin Webster,et al.  Declarative knowledge acquisition in immersive virtual learning environments , 2016, Interact. Learn. Environ..

[23]  Lorrie Faith Cranor,et al.  School of phish: a real-world evaluation of anti-phishing training , 2009, SOUPS.

[24]  Abbas Moallem,et al.  Human-Computer Interaction and Cybersecurity Handbook , 2018 .

[25]  Jordi Perramon,et al.  Is it worth it to consider videogames in accounting education? A comparison of a simulation and a videogame in attributes, motivation and learning outcomes , 2017 .

[26]  HamariJuho,et al.  Challenging games help students learn , 2016 .

[27]  Tiziana Catarci,et al.  The WORKPAD User Interface and Methodology: Developing Smart and Effective Mobile Applications for Emergency Operators , 2009, HCI.

[28]  Robin H. Kay,et al.  Evaluating learning, design, and engagement in web-based learning tools (WBLTs): The WBLT Evaluation Scale , 2011, Comput. Hum. Behav..

[29]  C. Senior,et al.  Video Games and Higher Education: What Can “Call of Duty” Teach Our Students? , 2012, Front. Psychology.

[30]  Michael J. Singer,et al.  Measuring Presence in Virtual Environments: A Presence Questionnaire , 1998, Presence.

[31]  Rafael Bidarra,et al.  In Press: Ieee Transactions on Computational Intelligence and Ai in Games Adaptivity Challenges in Games and Simulations: a Survey , 2022 .