This paper presents SuperCyberKids, a project funded by the European Union that focuses on integrating digital game-based learning into cybersecurity education for children. The project aims to equip educators with effective methodologies and tools for teaching cybersecurity, addressing rising cyber threats and the educational sector’s challenges. SuperCyberKids utilizes a gamified approach, harmoniously merging digital education with game-based learning, underpinned by fundamental cybersecurity principles. The initiative spans five EU countries, involving a collaboration of academic, cybersecurity and game design experts. The conceptual core of this project is the SuperCyberKids Learning Framework (SCKLF), which is the product of a comprehensive literature review, amalgamation of expert opinions, and analysis of current cybersecurity educational practices. The paper explores the application of two specific digital games, ‘Spoofy’ and ‘Nabbovaldo and the Cyber Blackmail’ in the framework, emphasizing their role in fostering critical thinking and cybersecurity skills among young learners in a dynamic and engaging manner.
SuperCyberKids: Enhancing Cybersecurity Education in K-12 Through Digital Game-Based Learning
Manganello F.
;Citta' G.;Denaro P.;Earp J.;Fante C.;Matteucci I.;Perna S.;Vaccarelli A.;Gentile M.
2024
Abstract
This paper presents SuperCyberKids, a project funded by the European Union that focuses on integrating digital game-based learning into cybersecurity education for children. The project aims to equip educators with effective methodologies and tools for teaching cybersecurity, addressing rising cyber threats and the educational sector’s challenges. SuperCyberKids utilizes a gamified approach, harmoniously merging digital education with game-based learning, underpinned by fundamental cybersecurity principles. The initiative spans five EU countries, involving a collaboration of academic, cybersecurity and game design experts. The conceptual core of this project is the SuperCyberKids Learning Framework (SCKLF), which is the product of a comprehensive literature review, amalgamation of expert opinions, and analysis of current cybersecurity educational practices. The paper explores the application of two specific digital games, ‘Spoofy’ and ‘Nabbovaldo and the Cyber Blackmail’ in the framework, emphasizing their role in fostering critical thinking and cybersecurity skills among young learners in a dynamic and engaging manner.File | Dimensione | Formato | |
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