A Game or Notes? The Use of a Customized Mobile Game to Improve Teenagers’ Phishing Knowledge, Case of Tanzania
Abstract
:1. Introduction
- Assess the use of the internet, mobile devices, and email among adolescents in developing countries (the case of Tanzania).
- Assess the level of cybersecurity and phishing knowledge and the differences between adolescents in social-economic and social culture.
- Improve the knowledge of teenagers about phishing using a customized mobile game based on the results obtained and the relevance of the social culture of the participants.
2. Background and Related Work
2.1. Phishing
2.2. Anti-Phishing Efforts in Children and Teenagers
2.3. Educational Mobile Games
3. Part 1 of the Study
3.1. Participants Recruitment
3.2. Study Method
3.3. Results for Part 1
Teenagers’ Phishing and Cybersecurity Knowledge
4. Part 2 of the Study
4.1. Game Design and Implementation Methods
4.1.1. Storyline
4.1.2. Technology
4.1.3. The Game Design Principles
4.1.4. Game Mechanics
4.1.5. How Phishing Concepts Are Incorporated in a Game
4.2. Game Testing Methods and Procedures
4.2.1. Participants and Sample Size
4.2.2. Study Methodology and Design
4.2.3. Materials Used
4.3. User Experiment Procedures
4.3.1. Experimental Group
4.3.2. Control Group
4.4. Procedures for Comparing the Two Training Methods in Knowledge Retention
5. Results for Part 2
5.1. Usability of the Game
5.2. Teenagers’ Phishing Knowledge Performance
5.3. Knowledge Retention
6. Discussion
6.1. Teenagers’ Phishing Awareness
6.2. Improved Teenagers’ Phishing Knowledge Using a Customized Game
6.3. Teenagers’ Knowledge Retention between a Game and Traditional Teaching Methods
7. Limitations and Future Work
8. Conclusions
Author Contributions
Funding
Institutional Review Board Statement
Informed Consent Statement
Data Availability Statement
Conflicts of Interest
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Related Works | Limitations |
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School Categories | Participants |
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International | 33.88%, n = 41 |
Private | 33.06%, n = 40 |
Government | 33.06%, n = 40 |
Coefficients | Control Group | Experimental Group |
---|---|---|
Gender | Female n = 7 (46.7%) Male n = 7 (46.7%) | Female n = 8 (53.3%) Male n = 7 (53.3%) |
Socioeconomic and cultural status | Mean = 0.313 | Mean = 0.322 |
Score of phishing | Mean = 0.689 | Mean = 0.71 |
knowledge Place of residence (Rural) | N = 14 (46.7%) | N = 16 (53.3%) |
School category (Government) | N = 14 (46.7%) | N = 16 (53.3%) |
Summary of Questions | Participant Evaluation Scores% |
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Game satisfaction | 100% |
Confident playing game | 94% |
Relation of storyline and activities to teach phishing | 100% |
Easy to navigate and enjoyable | 94% |
I prefer games in learning | 100% |
Have a game on their mobile phones | 100% |
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Panga, R.C.T.; Marwa, J.; Ndibwile, J.D. A Game or Notes? The Use of a Customized Mobile Game to Improve Teenagers’ Phishing Knowledge, Case of Tanzania. J. Cybersecur. Priv. 2022, 2, 466-489. https://doi.org/10.3390/jcp2030024
Panga RCT, Marwa J, Ndibwile JD. A Game or Notes? The Use of a Customized Mobile Game to Improve Teenagers’ Phishing Knowledge, Case of Tanzania. Journal of Cybersecurity and Privacy. 2022; 2(3):466-489. https://doi.org/10.3390/jcp2030024
Chicago/Turabian StylePanga, Rosemary Cosmas Tlatlaa, Janeth Marwa, and Jema David Ndibwile. 2022. "A Game or Notes? The Use of a Customized Mobile Game to Improve Teenagers’ Phishing Knowledge, Case of Tanzania" Journal of Cybersecurity and Privacy 2, no. 3: 466-489. https://doi.org/10.3390/jcp2030024
APA StylePanga, R. C. T., Marwa, J., & Ndibwile, J. D. (2022). A Game or Notes? The Use of a Customized Mobile Game to Improve Teenagers’ Phishing Knowledge, Case of Tanzania. Journal of Cybersecurity and Privacy, 2(3), 466-489. https://doi.org/10.3390/jcp2030024