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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 deliver security awareness training to all
students and measure the impact that digital badges have on player
engagement, learning transfer and players attitudes regarding
technology and security.
Technology – Key to Implementation but unsuccessful without
people/planning
Why Did I Do It?
• 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.
Which Technologies Involved?
• Twitter
• Facebook
• Mobile Devices
• Application Development
• Web Presentation
• xMOOC
• QR Codes
• Text
• Data Analytics
• Log Data Aggregation
It’s About the People
Application DevelopersMarketing Staff
Players
Video Editors
Question Creators
Merchant Sponsors
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
Gameplay
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
Security Topics Covered
PII and
Spyware
vPC
Usage
Antivirus
Internet &
Social Media
Password
Complexity
Password
Protection
Phishing
Software
Piracy
e-commerce
Safety
Create Concise and Engaging Content
Game Schedule/Organization
How Did They Know to Play?
Technology
• Faculty/Staff/Student Listserv
• UConn Homepages
• UConn Events Calendar
• Tweets/Posts
• Texts
• Campus Newspaper
• Semester Involvement Fairs
Traditional
• Advertisements
• Student Union Movies
• UConn Radio PSA
• Stall Street News
• Shuttle Buses
• Student Union Bulletin
Boards
• Student Union Tabling
• Dining Services table tents
• University Bookstore (ads
on registers)
•Player has
Answered Learning
Module
•Player Scans
Scanvenger Hunt
Poster
Look! He’s Playing 
Why Play – Points!
Why Play – Badges!
Weekly giveaways from Husky One Card vendors:
3 Grand Prizes:
Why Play – Incentives!
• Majority of vendors would participate again
What Do I Get?
Data - 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
A Mistake
69.79%
30.21%
Badge Distribution
Ratio - 2.31:1
Players With Badges % Players W/O Badges %
Data - 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
Data - Engagement
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 %
•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

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HuskyHunt Pecha Kucha

  • 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 deliver security awareness training to all students and measure the impact that digital badges have on player engagement, learning transfer and players attitudes regarding technology and security. Technology – Key to Implementation but unsuccessful without people/planning
  • 2. Why Did I Do It? • 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. Which Technologies Involved? • Twitter • Facebook • Mobile Devices • Application Development • Web Presentation • xMOOC • QR Codes • Text • Data Analytics • Log Data Aggregation
  • 4. It’s About the People Application DevelopersMarketing Staff Players Video Editors Question Creators Merchant Sponsors
  • 5. 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 Gameplay
  • 6. 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
  • 7. Security Topics Covered PII and Spyware vPC Usage Antivirus Internet & Social Media Password Complexity Password Protection Phishing Software Piracy e-commerce Safety
  • 8. Create Concise and Engaging Content
  • 10. How Did They Know to Play? Technology • Faculty/Staff/Student Listserv • UConn Homepages • UConn Events Calendar • Tweets/Posts • Texts • Campus Newspaper • Semester Involvement Fairs Traditional • Advertisements • Student Union Movies • UConn Radio PSA • Stall Street News • Shuttle Buses • Student Union Bulletin Boards • Student Union Tabling • Dining Services table tents • University Bookstore (ads on registers)
  • 11. •Player has Answered Learning Module •Player Scans Scanvenger Hunt Poster Look! He’s Playing 
  • 12. Why Play – Points!
  • 13. Why Play – Badges!
  • 14. Weekly giveaways from Husky One Card vendors: 3 Grand Prizes: Why Play – Incentives! • Majority of vendors would participate again
  • 15. What Do I Get?
  • 16. Data - 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
  • 17. A Mistake 69.79% 30.21% Badge Distribution Ratio - 2.31:1 Players With Badges % Players W/O Badges %
  • 18. Data - 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
  • 19. Data - Engagement 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 %
  • 20. •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