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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2021
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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 |
_version_ |
1809677893533433856 |