Skip to main content

Designing a Cybersecurity Board Game Based on Design Thinking Approach

  • Conference paper
  • First Online:
Innovative Mobile and Internet Services in Ubiquitous Computing (IMIS 2018)

Abstract

In this paper, we propose an innovative board game design process to help students to design a cybersecurity board game with a pre-designed board game tool kit, and help them to further learn cybersecurity knowledge by using the design thinking and learning-by-doing strategies. In the process, the board game design course will firstly be given, the CBR-based learning by doing scheme will then be provided for helping the students to develop a similar game by themselves, and finally a preliminary assessment including the questionnaire and the concept map testing will be conducted. The experimental results showed that the given appropriate learning scaffolding can guide students to stimulate the creativity and complete their own cybersecurity board game in a short period of time. Besides, the questionnaire survey result also showed that about 80% of students are very interested in the board game design course, and that they can be able to understand the most frequent attacking techniques.

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

Access this chapter

Chapter
USD 29.95
Price excludes VAT (USA)
  • Available as PDF
  • Read on any device
  • Instant download
  • Own it forever
eBook
USD 169.00
Price excludes VAT (USA)
  • Available as EPUB and PDF
  • Read on any device
  • Instant download
  • Own it forever
Softcover Book
USD 219.99
Price excludes VAT (USA)
  • 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

References

  1. 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, pp. 536–538 (2009)

    Google Scholar 

  2. Wilson, C., Argles, D.: The fight against phishing: technology, the end user and legislation. In: Proceedings of IEEE, pp. 501–503 (2011)

    Google Scholar 

  3. Tseng, S.-S., et al.: Building a frame-based anti-phishing model based on phishing ontology. In: AIT (2013)

    Google Scholar 

  4. 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 

  5. Paypal (2011). https://www.paypal.com/au/cgibin/webscrcmd = xpt/Marketing/securitycenter/antiphishing/CanYouSpotPhishing-outside

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

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

  8. 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 

  9. OnGuard Online (2011). http://www.onguardonline.gov/games/phishing-scams.aspx

  10. Gorling, S.: The myth of user education. In: Proceedings of the 16th Virus Bulletin International Conference (2006)

    Google Scholar 

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

    Article  Google Scholar 

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

    Article  Google Scholar 

  13. 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 

  14. 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 

  15. AEE: Association for Experiential Education. AEE definition of experiential education. AEE Horizen 15(1), 21 (1995)

    Google Scholar 

  16. Yang, T.-Y., Tseng, S.-S., Wang, Y.-J., Liao, W.-L.: iMonsters gaming portfolio analysis. In: Global Chinese Conference on Computers in Education 2017 (2017)

    Google Scholar 

  17. Wang, Y.-J., Tseng, S.-S., Yang, T.-Y., Weng, J.-F.: Building a frame-based cyber security learning game. In: MobiSec 2016 (2016)

    Google Scholar 

  18. Lee, T.-J., et al.: Game-based anti-phishing training. In: TWELF 2010 (2010)

    Google Scholar 

  19. Wiebenga, S.R.: Guidelines for selecting, using, and evaluating games in corporate training. Perform. Improve. Q. 18(4), 19–36 (2005)

    Article  Google Scholar 

  20. Jayakanthan, R.: Application of computer games in the field of education. Electr. Libr. 20(2), 98–102 (2002)

    Article  Google Scholar 

  21. Mooney, G.A., Bligh, J.G.: CyberIST: a virtual game for medical education. Med. Teach. 20(3), 212–216 (1998)

    Article  Google Scholar 

  22. Huang, Z., Cappel, J.J.: Assessment of a web-based learning game in an information systems course. J. Comput. Inf. Syst. 45(4), 42–49 (2005)

    Google Scholar 

Download references

Acknowledgment

This search was partially supported by the National Science Council of the Republic of China under grants MOST 106-2511-S-468-004-MY2 and MOST 106-2511-S-468-002-MY3.

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

© 2019 Springer International Publishing AG, part of Springer Nature

About this paper

Check for updates. Verify currency and authenticity via CrossMark

Cite this paper

Tseng, SS., Yang, TY., Wang, YJ., Lu, AC. (2019). Designing a Cybersecurity Board Game Based on Design Thinking Approach. In: Barolli, L., Xhafa, F., Javaid, N., Enokido, T. (eds) Innovative Mobile and Internet Services in Ubiquitous Computing. IMIS 2018. Advances in Intelligent Systems and Computing, vol 773. Springer, Cham. https://doi.org/10.1007/978-3-319-93554-6_63

Download citation

Publish with us

Policies and ethics