The document summarizes a study that used a game called HuskyHunt to teach university students about information security through social media. The game aimed to increase engagement by using gaming mechanics, social media sharing, and digital badges. Key findings were that students with digital badges had higher rates of engagement, such as completing modules, sharing on social media, and creating aliases. Areas for improvement included making the game more challenging and authentic.
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The quality of our professional service is determined to a very great extent on our long and arduous period of preparation , continuing professional education and our commitment to ethical and moral values.
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The quality of our professional service is determined to a very great extent on our long and arduous period of preparation , continuing professional education and our commitment to ethical and moral values.
In this talk we will introduce serious games as games which purpose is not only amusement and can be effectively used for educational or training purposes. This kind of games are also frequently named as educational games or even as game-like simulations. We will describe the general characteristics of serious games and how they are used in several domains (e.g. military, medicine), describing their main advantages (e.g. engagement, student motivation) and some of the shortcomings that prevent a wider generalization in educational settings (e.g. cost, deployment). We will also describe new emerging trends in the field of serious games such as gaming for solving scientific problems or how the application of learning analytics techniques can improve and simplify serious games application in different domains.
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Health care providers that want to offer games to their customers must do so without violating federal patient privacy regulations -- a requirement that can make it difficult to target games to the patients who will benefit most from them. Even companies that are not subject to those regulations are finding themselves under pressure to protect players' most personal data
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The survey, conducted for Microsoft Corp. by research firm Ipsos among 9,908 information workers in 32 countries, also found that 39 percent of employees feel there isn’t enough collaboration in their workplaces, and 40 percent believe social tools help foster better teamwork. More surprisingly, 31 percent said they are willing to spend their own money to buy social tools.
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1. Husky Hunt: Social Media Driven Gaming to Engage
Students in Information Security Awareness
The technology integration project was
designed to use the HuskyHunt framework to
measure the impact that digital badges have
on player engagement, learning transfer and
players attitudes regarding technology and
security.
2. HuskyHunt: Security Awareness
Training for Students
• Teach students practical lessons about Internet and information
security awareness topics that they can relate to personally
• Utilize gaming mechanics to increase engagement and
participation
• Leverage Social media, specifically Facebook and Twitter to
reinforce learning that occurred in the game modules.
• Leverage social media to increase the likelihood that UConn
students not participating in HuskyHunt are exposed to the
security training.
3.
4. Answer the questions related to the tip
to get points or the Scavenger Hunt
location clue.
Each day log onto huskyhunt.uconn.edu
to read the Information Security tip.
1
Points
2
How to HuskyHunt in 4 Easy Steps
5. Solve the clue and go to the location. Find the
HuskyHunt poster with the Husky One Card tip, a QR
code and a URL.
Scan the QR code or go to the URL on the poster to
enter the Husky One Card tip and earn points.
Points
3
4
Daily
Questions
Social
Media
Vendor
Merchandise
& Cash
Prizes
6. Security Topics Covered
PII and
Spyware
vPC
Usage
Antivirus
Internet &
Social Media
Password
Complexity
Password
Protection
Phishing
Software
Piracy
e-commerce
Safety
13. Engagement
69.79%
30.21%
Badge Distribution
Ratio - 2.31:1
Players With Badges % Players W/O Badges %
72.60%
27.40%
Players Sharing on Social
Media
Ratio - 2.64:1
Players With Badges % Players W/O Badges %
69.35%
30.65%
Players Creating an Alias
Ratio - 2.26:1
Players With Badges % Players W/O Badges %
61.64%
38.46%
Players Completing All
Modules
Ratio - 1.6:1
Players With Badges % Players W/O Badges %
54.55%
45.45%
Players Failing Final
Assessment
Ratio - 1.2:1
Players With Badges % Players W/O Badges %
14. Player Demographics
Total
Registered Players 336
Male Registered 153
Female Registered 183
Male Registered % 45.54%
Female Registered % 54.46%
0
50
100
150
200
250
300
350
400
Total Game Registrations
0
100
200
300
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19
Total Active Players 205 152 134 124 120 106 104 96 90 86 85 77 77 74 70 68 65 24 35
Active Players with Badges 130 104 93 84 82 70 69 63 61 58 57 51 51 48 45 44 41 18 23
Active Players without Badges 75 48 41 40 38 36 35 33 29 28 28 26 26 26 25 24 24 6 12
ActivePlayers
Game Level
Active Players by Module
Total Active Players Active Players with Badges Active Players without Badges
15. Survey Participants/Engagement
Total
Total Players 158
With Badges 109
With Badges % 68.99%
W/O Badges 49
W/O Badges % 31.01%
0
20
40
60
80
100
120
140
160
180
Pre-Game Survey Participants
82.2% completion rate
Total
Total Players 27
With Badges 19
With Badges % 70.37%
W/O Badges 8
W/O Badges % 29.63%
0
5
10
15
20
25
30
Post-Game Survey Participants
93% completion rate
16. Engagement
Total
Total Players 62
With Badges 43
With Badges % 69.35%
W/O Badges 19
W/O Badges % 30.65%
0
10
20
30
40
50
60
70
Alias Creation Statistics
Total
Total Players 73
With Badges 53
With Badges % 72.60%
W/O Badges 20
W/O Badges % 27.40%
0
10
20
30
40
50
60
70
80
Social Media Sharing Statistics
17.
18. •Partnership with One Card Office
• Growth in # of players
•More players completing modules
• Matured process- administration and
implementation of game
What Went Well
19. •Dynamic Point System
•Referral program
•Level of Assurance Credentialing
•Sustain marketing throughout
•More challenging questions
•More Authentic Activities
•i.e. GeoLocation
Improvements for Next Time
20. How to Implement
• GitHub.com/UConnISO/HuskyHunt
• Future wiki to collect/share
materials