Cybersecurity Education
Project Abstract
The objective of this study is to reduce cybersecurity incidents by assessing the long-term efficacy of cybersecurity education programs for young individual (children and teenagers), adults, and older adults. The rising scope of cybersecurity issues as a result of technology’s continuous advancement and people’s vulnerability to cyber attacks at all ages serve as the driving forces behind this study. The distinctive area of research is that it concentrates on how cybersecurity education affects different groups of people and their behavior towards cyber threats.The this study is based on a primary research question that will form its basis. ?�� How differently do cybersecurity education programs affect various demography in terms of their long-term efficacy, and how can these programs be made more effective in terms of lowering cybersecurity incidents? ?�� What are the key elements of current cybersecurity education initiatives across different age groups, and where do opportunities for development lie? ?�� How does gamification impact various age groups, their levels of engagement, knowledge acquisition, and retention in cybersecurity education? ?�� What actions do learners intend to take after learning cybersecurity techniques through gamified instruction? To track developments and outcomes in cybersecurity education throughout time, the study uses a qualitative approach of systematic literature review, offering a thorough investigation into earlier research and academic publications. The primary conclusions show the range of cyberthreats and vulnerabilities across age groups, highlighting the need for continued research to address concerns unique to particular demographics and improve the effectiveness of teaching programs. The research’s objective is to shed light on how well cybersecurity education initiatives work for various age groups and how gamification might enhance learners engagement and learning outcomes. If the research is successful, it will have contributed to the cybersecurity education programs that are more effective and suited to the requirements of various demographics.
Keywords: Cybersecurity Education and trends, Teaching Method-Gamification, various age related demography
Conference Details
Session: Presentation Stream 5 at Presentation Slot 6
Location: GH011 at Tuesday 7th 13:30 – 17:00
Markers: Nader Al Khatib (GTA), Tom Owen
Course: MSc Cyber Security, Masters PG
Future Plans: I’m looking for work