Content area
Cyber attacks produced a massive impact for all online users, interrupted intended users internet services, financial losses, business interruptions for a large-scale industry. A proper cyber security education is must for the employees of an organization. The management prefers active based learning environment to train all non-IT and non-professionals working in an organization. This research work concentrates on development of gaming platform in both local host and in an online mode as a videogame for cyber security education. With this regard, Cyber Awareness Learning Imitation Environment - a card deck gaming environment is proposed where attackers can choose the attack cards to learn various cyber-attacks, defense cards are used for providing the suitable defense mechanism, Instruction card- to be used for learning about how to generate cyber-attacks and recent incident card used to train the players with recent incidents of various cyber-attacks discussed such as malware attack, phishing attack, password attack, Man-in-the-Middle attack, Structured Query Language injection attack, denial of service attack, insider threats, crypto jacking, zero-day exploit and watering hole attack. Questionnaire based feedback report is collected from the players to analyze their understanding about various cyber-attacks.
Details
Learning;
Infrastructure;
Network security;
Assaults;
Card games;
Education;
Players;
Employees;
Malware;
Phishing;
Defense mechanisms;
Denial of service attacks;
Data encryption;
Structured Query Language-SQL;
Security programs;
Internet of Things;
Computer & video games;
Query languages;
Cybercrime;
Cybersecurity
1 Department of Information Technology, SASTRA Deemed University, Thanjavur - 613 401
2 Department of Computer Science, SASTRA Deemed University, Thanjavur - 613 401