Abstract
Due to the rapidly and continued evolving nature of technology, there is a constant need to update police officers’ training in cyber security to ensure that the UK continues to be a secure place to live and do business. Rather than deliver traditional classroom-based training, our project assesses the effectiveness of the delivery of cyber security through the use of games based learning to simulate cybercrimes and provide training in incident response. The aim of our research is to transform the delivery of first responder training in tackling cybercrime.
Through the use of a Game Jam and subsequent prototype development, we have trialed training materials that are based on serious games technology. The game poses a common incident reported to the police, for example the problem of a virtual person receiving offensive messages via Facebook and the training reflects the dialogue with that person and the technical steps to ensure that a copy of the evidence has been preserved for further investigation. Evaluation has been conducted with local police officers. Overall, this approach to the large-scale provision of training (potentially to a whole force) is shown to offer potential.
Access this chapter
Tax calculation will be finalised at checkout
Purchases are for personal use only
Similar content being viewed by others
References
Zelinski, E.M., Reyes, R.: Cognitive benefits of computer games for older adults. Gerontechnol. Int. J. Fundam. Aspects Technol. Serve Ageing Soc. 8(4), 220–235 (2009)
Glover, I.: Play as you learn: gamification as a technique for motivating learners. In: Proceedings of World Conference on Educational Multimedia, Hypermedia and Telecommunications 2013. AACE, Chesapeake (2013)
Kumar, J.: Gamification at work: designing engaging business software. In: Marcus, A. (ed.) DUXU 2013. LNCS, vol. 8013, pp. 528–537. Springer, Heidelberg (2013). doi:10.1007/978-3-642-39241-2_58
Mekler, E.D., Brühlmann, F., Opwis, K., Tuch, A.N.: Do points, levels and leaderboards harm intrinsic motivation? An empirical analysis of common gamification elements. In: Proceedings of the First International Conference on Gameful Design, Research, and Applications, pp. 66–73. ACM (2013)
Author information
Authors and Affiliations
Corresponding author
Editor information
Editors and Affiliations
Rights and permissions
Copyright information
© 2017 Springer International Publishing AG
About this paper
Cite this paper
Coull, N. et al. (2017). The Gamification of Cybersecurity Training. In: Tian, F., Gatzidis, C., El Rhalibi, A., Tang, W., Charles, F. (eds) E-Learning and Games. Edutainment 2017. Lecture Notes in Computer Science(), vol 10345. Springer, Cham. https://doi.org/10.1007/978-3-319-65849-0_13
Download citation
DOI: https://doi.org/10.1007/978-3-319-65849-0_13
Published:
Publisher Name: Springer, Cham
Print ISBN: 978-3-319-65848-3
Online ISBN: 978-3-319-65849-0
eBook Packages: Computer ScienceComputer Science (R0)