Digital technologies have become an integral part of everyday life, making them unavoidable for people, particularly children who grow up surrounded by them. Today, most households have at least one digital device, making it challenging to keep children away from these technologies and exposing them to online risks including cyberbullying, phishing, and deepfakes. Given that many children are predominantly engaged with gaming, it has emerged as an effective tool for educating them about cybersecurity and fostering positive digital habits. This paper reports on a study where a serious game was developed aimed at raising phishing awareness among preschool children. The game is designed as a collaborative tool for children and their caregivers, encouraging discussions and activities that extend beyond merely restricting technology use. The design science research methodology, in conjunction with qualitative methods, was employed. Eleven expert reviewers evaluated the game regarding the usability, engagement, and design elements of the game. The findings indicated favourability towards enhancing digital well-being and cybersecurity awareness.

错误:搜索内容不能为空,请输入英文关键词
错误:关键词超出字数限制,请精简
高级检索

Lucky the Fish Teaches Children About Phishing

  • Given Mnisi,
  • Günther Richard Drevin,
  • Lynette Drevin

摘要

Digital technologies have become an integral part of everyday life, making them unavoidable for people, particularly children who grow up surrounded by them. Today, most households have at least one digital device, making it challenging to keep children away from these technologies and exposing them to online risks including cyberbullying, phishing, and deepfakes. Given that many children are predominantly engaged with gaming, it has emerged as an effective tool for educating them about cybersecurity and fostering positive digital habits. This paper reports on a study where a serious game was developed aimed at raising phishing awareness among preschool children. The game is designed as a collaborative tool for children and their caregivers, encouraging discussions and activities that extend beyond merely restricting technology use. The design science research methodology, in conjunction with qualitative methods, was employed. Eleven expert reviewers evaluated the game regarding the usability, engagement, and design elements of the game. The findings indicated favourability towards enhancing digital well-being and cybersecurity awareness.