Malware Awareness Tool for Internet Safety using Gamification Techniques

Malwares are detrimental to those who are ignorant of their existence. However, the adverse effects of malwares can be easily avoided by being aware of Internet safety. In this paper, a malware awareness tool targeted for university students was developed. The Game Development Lifecycle (GDLC) model...

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Published in:Journal of Physics: Conference Series
Main Author: Omar N.S.; Foozy C.F.M.; Hamid I.R.A.; Hafit H.; Arbain A.F.; Shamala P.
Format: Conference paper
Language:English
Published: IOP Publishing Ltd 2021
Online Access:https://www.scopus.com/inward/record.uri?eid=2-s2.0-85109103951&doi=10.1088%2f1742-6596%2f1874%2f1%2f012023&partnerID=40&md5=23803f578a0f0962740f20e66b83a11c
id 2-s2.0-85109103951
spelling 2-s2.0-85109103951
Omar N.S.; Foozy C.F.M.; Hamid I.R.A.; Hafit H.; Arbain A.F.; Shamala P.
Malware Awareness Tool for Internet Safety using Gamification Techniques
2021
Journal of Physics: Conference Series
1874
1
10.1088/1742-6596/1874/1/012023
https://www.scopus.com/inward/record.uri?eid=2-s2.0-85109103951&doi=10.1088%2f1742-6596%2f1874%2f1%2f012023&partnerID=40&md5=23803f578a0f0962740f20e66b83a11c
Malwares are detrimental to those who are ignorant of their existence. However, the adverse effects of malwares can be easily avoided by being aware of Internet safety. In this paper, a malware awareness tool targeted for university students was developed. The Game Development Lifecycle (GDLC) model was applied in developing this tool. The tool development phase began with initiation, then pre-production, production, testing, beta testing, and ended with the release phase. Once the malware awareness tool was developed, functionality tests and awareness level tests were conducted on university students to ensure the tool is fully operative. Through the tests, it was shown that this tool was received with positive responses from its target users. As for the awareness level test, a majority of 15 students were aware of the purpose of the gamification in the malware awareness tool. In a nutshell, the malware awareness tool that was developed raised university student's consciousness on malwares and increased their awareness level pertaining to Internet threats. © Published under licence by IOP Publishing Ltd.
IOP Publishing Ltd
17426588
English
Conference paper
All Open Access; Gold Open Access
author Omar N.S.; Foozy C.F.M.; Hamid I.R.A.; Hafit H.; Arbain A.F.; Shamala P.
spellingShingle Omar N.S.; Foozy C.F.M.; Hamid I.R.A.; Hafit H.; Arbain A.F.; Shamala P.
Malware Awareness Tool for Internet Safety using Gamification Techniques
author_facet Omar N.S.; Foozy C.F.M.; Hamid I.R.A.; Hafit H.; Arbain A.F.; Shamala P.
author_sort Omar N.S.; Foozy C.F.M.; Hamid I.R.A.; Hafit H.; Arbain A.F.; Shamala P.
title Malware Awareness Tool for Internet Safety using Gamification Techniques
title_short Malware Awareness Tool for Internet Safety using Gamification Techniques
title_full Malware Awareness Tool for Internet Safety using Gamification Techniques
title_fullStr Malware Awareness Tool for Internet Safety using Gamification Techniques
title_full_unstemmed Malware Awareness Tool for Internet Safety using Gamification Techniques
title_sort Malware Awareness Tool for Internet Safety using Gamification Techniques
publishDate 2021
container_title Journal of Physics: Conference Series
container_volume 1874
container_issue 1
doi_str_mv 10.1088/1742-6596/1874/1/012023
url https://www.scopus.com/inward/record.uri?eid=2-s2.0-85109103951&doi=10.1088%2f1742-6596%2f1874%2f1%2f012023&partnerID=40&md5=23803f578a0f0962740f20e66b83a11c
description Malwares are detrimental to those who are ignorant of their existence. However, the adverse effects of malwares can be easily avoided by being aware of Internet safety. In this paper, a malware awareness tool targeted for university students was developed. The Game Development Lifecycle (GDLC) model was applied in developing this tool. The tool development phase began with initiation, then pre-production, production, testing, beta testing, and ended with the release phase. Once the malware awareness tool was developed, functionality tests and awareness level tests were conducted on university students to ensure the tool is fully operative. Through the tests, it was shown that this tool was received with positive responses from its target users. As for the awareness level test, a majority of 15 students were aware of the purpose of the gamification in the malware awareness tool. In a nutshell, the malware awareness tool that was developed raised university student's consciousness on malwares and increased their awareness level pertaining to Internet threats. © Published under licence by IOP Publishing Ltd.
publisher IOP Publishing Ltd
issn 17426588
language English
format Conference paper
accesstype All Open Access; Gold Open Access
record_format scopus
collection Scopus
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