The use of videogames is an established tool to train a systematic way of thinking that allows users to learn by gaming. In this paper, to address the increasing need of awareness in cybersecurity related issues, we present the realization of a Virtual Reality (VR) videogame targeted towards educating users in the context of cybersecurity.
A game-based learning experience for improving cybersecurity awareness / Veneruso, S.; Ferro, L. S.; Marrella, A.; Mecella, M.; Catarci, T.. - 2597(2020), pp. 235-242. ((Intervento presentato al convegno 4th Italian Conference on Cyber Security, ITASEC 2020 tenutosi a Ancona; Italy.
Titolo: | A game-based learning experience for improving cybersecurity awareness | |
Autori: | ||
Data di pubblicazione: | 2020 | |
Serie: | ||
Citazione: | A game-based learning experience for improving cybersecurity awareness / Veneruso, S.; Ferro, L. S.; Marrella, A.; Mecella, M.; Catarci, T.. - 2597(2020), pp. 235-242. ((Intervento presentato al convegno 4th Italian Conference on Cyber Security, ITASEC 2020 tenutosi a Ancona; Italy. | |
Handle: | http://hdl.handle.net/11573/1419370 | |
Appartiene alla tipologia: | 04b Atto di convegno in volume |
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