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Cultivating Awareness on Email Security Threats among School Children via Game-Based Learning Approach (CEG) by Nurul Hazwani binti Sahadek (11295) Dissertation report submitted in partial fulfilment of the requirements for the Bachelor of Technology (Hons) (Business Information Systems) MAY2011 Universiti Teknologi PETRONAS Bandar Seri Iskandar 31750 Tronoh Perak Darul Ridzuan
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Page 1: Cultivating Awareness on Email Security Threats among ... · 1. To identify email security threats issues. 2. To develop a computer game that cultivates early awareness among children

Cultivating Awareness on Email Security Threats among School

Children via Game-Based Learning Approach (CEG)

by

Nurul Hazwani binti Sahadek (11295)

Dissertation report submitted in partial fulfilment of

the requirements for the

Bachelor of Technology (Hons)

(Business Information Systems)

MAY2011

Universiti Teknologi PETRONAS Bandar Seri Iskandar 31750 Tronoh Perak Darul Ridzuan

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CERTIFICATION OF APPROVAL

Cultivating Awareness on Email Security Threats among School Children via

Game-Based Learning Approach (CEG)

Approved by,

by

Nurul Hazwani binti Sahadek

A project dissertation submitted to tbe

Business Information Systems Programme

Universiti Teknologi PETRONAS

in partial fulfilment of the requirement for tbe

Bachelor of Technology (Hons)

(Business Information Systems)

(Ms Mazeyanti bt Mohd Ariffin)

UNIVERSITI TEKNOLOGI PETRONAS

TRONOH, PERAK

MAY2011

ii

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CERTIFICATION OF ORIGINALITY

This is to certify that I am responsible for the work submitted in this project, that the

original work is my own except as specified in the references and acknowledgements,

and that the original work contained herein have not been undertaken or done by

unspecified sources or persons.

~/ Nurul Hazwani bt Sahadek

iii

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ABSTRACT

Internet has brought a huge transformation in many aspects of our life as it is one of the

biggest contributors in making the world into global village. The percentage of internet

users has increase rapidly across age including children nowadays. Despite giving many

benefits to the users, the impressive change of Internet has brought high concern about

the threats to safety and security among the users especially for the children nowadays.

High concern rises among global expertises on child's online protection as it can harm

the children physically and emotionally. Email security threats are one of the cyber

threats problem that child should aware to avoid any incidental causes which lead

towards negative impact. However, the level of awareness on this issue among

Malaysian children is low. Therefore, this paper proposes an alternative method in

cultivating early awareness on email security threats among school children in

Malaysia. Child Email Game (CEG) has been developed based on game based learning

model by using Adobe Flash Professional CS 5 software. Through this interactive and

fun approach, CEG is expected to assist them in identifying the emails security threats

accordingly.

IV

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ACKNOWLEDGEMENT

In the name of Allah The Most Gracious and The Most Merciful.

First and foremost, praised be to Allah The Almighty as for His blessings, I have

successfully completed my Final Year Project (FYP) under the supervision of Ms.

Mazeyanti Mohd Ariffin .I also would like to express my deepest gratitude and

appreciation to my supervisor as she has been a great source of reference in

fulfilling all the FYP requirements.

Apart from that, my thanks also go to all of my colleagues especially those who

are also under the supervision of my supervisor. Their presence and support

definitely motivate me to do my very best in completing this project.

Once again, many thanks to all of those mentioned above and also those who are

indirectly contribute to the success of this project.

v

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TABLE OF CONTENTS

CERTIFICATION 111

ABSTRACT iv

ACKNOWLEDGEMENT v

CHAPTER I: PROJECT BACKGROUND

1.1 Background of Study

1.2 Problem Statement • 2

1.3 Objectives . 5

1.4 Scope of Study . 5

1.5 Relevancy of the Project. 6

CHAPTER2: LITERATURE REVIEW

2.1 Play & Child Development • 7

2.2 Play & Technology. 9

2.3 Game • II

2.4 Game-Based Learning 14

2.5 Instructional Design Principles 17

2.6 Related Works • 18

CHAPTER3: METHODOLOGY

3 .I Game Development Flowchart 21

CHAPTER4: RESULT AND DISCUSSION

4.1 CEG Prototype . 28

4.2 CEG Testing 39

CHAPTERS: CONCLUSION & RECOMMENDATION 48

REFERENCES 50

VI

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LIST OF FIGURES

Figure I Percentages Shares oflnternet Users

Figure 2 Incidents Reported in Q3 2008 and Q4 2008

Figure 3 Statistical of Malaysian Children Awareness towards Cyber Threats

Figure 4 Parents Actions towards Internet Activity within Their Children

Figure 5 General Structure and Flow of the Games

Figure 6 Hospitality GBL

Figure 7 Computer Software GBL

Figure 8 Virus Poster

Figure 9 SP AM Poster

Figure 10 Email and SPAM Game

Figure II Game Development Flowchart

Figure 12 CEG Flowchart

Figure 13 Welcome Page Screen

Figure 14 How to Play Screen

Figure 15 Did You Know Screen

Figure 16 Spam Tutorial Screen

Figure 17 Virus Tutorial Screen

Figure 18 Phishing Tutorial Screen

Figure 19 Level 1 Instruction

Figure 20 Level 1 Question

VII

I

3

3

4

14

16

16

20

20

20

21

23

24

24

24

24

25

25

25

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Figure 21 Let's Try Again Screen 25

Figure 22 Congratulation Screen 25

Figure 23 Level 2 Instruction 26

Figure 24 Level2 question 26

Figure 25 Let's Try Again Screen 26

Figure 26 Congratulation Screen 26

Figure 27 CEG Welcome Page 28

Figure 28 CEG How to Play? Page 29

Figure 29 CEG Did You Know? Page 29

Figure 30 CEG Virus Page 30

Figure 31 CEG Phishing Page 30

Figure 32 CEG Spam Page 31

Figure 33 CEG Levell Page 31

Figure 34 CEG Levell Ql Page 32

Figure 35 CEG Level I Q2 Page 32

Figure 36 CEG Level I Q3 Page 33

Figure 37 CEG Levell Q4 Page 33

Figure 38 CEG Let's Play Again Page 34

Figure 39 CEG Let's Play Level2 Page 34

Figure 40 CEG Level 2 Page 35

Figure 41 CEG Level 2 Q I Page 35

VIII

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Figure 42 CEG Level 2 Q2 Page

Figure 43 CEG Levell Q3 Page

Figure 44 CEG Level 2 Q4 Page

Figure 45 CEG Let's Play Again Page 2

Figure 46 End Page

Figure 4 7 CEG Overall Interface

Figure 48 CEG Tutorial

Figure 49 CEG Instruction

Figure 50 Children's Feeling When Playing CEG

Figure 51 Email Security Threats Issues Awareness

Figure 52 Type of Email Recognition

Figure 53 Email Response

Figure 54 Reading Notes Result

Figure 55 Playing CEG Result

Figure 56: Reading Notes & Playing CEG Result

IX

36

36

37

37

38

39

40

41

42

43

44

44

46

46

47

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LIST OF TABLES

Table 1 Theories of Play

Table 2 Multiple Intelligences and Technology

Table 3 Game Types

Table 4 The Cross Sector Adoption of Game-Based Leaming

Table 5 Instructional Design Principles

Table 6 Comparison between Existing Email Game

Table 7 Proposed CEG criteria

X

8

9

12

16

17

18

19

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CHAPTERl

PROJECT BACKGROUND

1.1 BACKGROUND OF STUDY

Internet has brought a huge transformation in many aspects of our life as it is one of the

biggest contributors in making the world into global village. Because of its flexibility,

the use of internet has grown tremendously since it was introduced. Domestic Trade,

Cooperative and Consumerism Deputy, Minister Tan Lian Hoe claimed that the rate of

internet users in Malaysia has increased rapidly in nine years which achieved the

government target through half percent broadband penetration (Nam News Network,

2010). Figure 1 below shows the percentage share of internet users by age.

' ' _ ........ - ......... ·- """' 2006 2006 -...... , ·.· ,' ... 1 .• . .. .. , 15 -1<} :l-&.6 W.7 11.~ H.:!

' ,;,.,.. ' ', · .. ' I 11.2: . 163, 1!1.1 t.f.:Z

15~19 11.5 11.1 :i.:J..9 1-1.9

:lii·U "'"' ' ;U.3 U.1 ' ......

35. ~9" .,. 1Jl.4 11.:2 •.H

..,,:.; · .. · ...... ··· ' . ~ ... ,., ... ... . ' . ...

45·49 5.1 6.: 6.1 5.1

Sfl-iarndabov!i ... 7.1 M ...:.

Figure 1: Percentage Shares oflnternet Users by Age (Koay, 2010)

1

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Norton, an Internet company disclosed that on average Malaysian children spend more

than fifty hours online every month (Joshua, 2010). Therefore, in this challenging

world, internet has become a part of kid's natural environment as it provides children

with variety of learning opportunities that emerge to enhance problem solving, critical

thinking skills, decision making, creativity, language skills, knowledge, research skills,

the ability of integrate information social skills and self esteem (Mayesky, 2009).

However, the impressive change of Internet has brought high concern about the threats

to safety and security among the users especially for the children nowadays. According

to International Telecommunication Union (2010), there are several issues that have

been discussed by global expertise on the bad and negative impacts underlying on

internet usage among children such as online gaming and addiction, online fraud,

pornography, violence, cyber bullying and racism as well as email security threats

(Cocca, 2005).

1.2 PROBLEM STATEMENT

Malaysian Communications and Multimedia Commission (2006) defined spam as 'all

associated bulk emails' that shares the common aspects such as non-consensual,

indiscrirninant, repetitious, illegal as well as unsound content or being forged or altered.

The spam incidents emerge day by day and this issue has been discussed globally by the

expertise. Based on Figure 2, MyCERT (2008) reported that spam mark the highest case

compared to other incidents and second highest percentage between Quarter 3 and

Quarter 4.

2

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Q3 2008 Q4 2008 o • ... Harassmer.r 12 34 183 3

Fraud ](.0 ~51 31\ 77

Hi!Ck ThrPat 24 ~4 41 67

Mal no,,., Cod~> 6() 58 IS Q4

Demal of ServiCe 2 " ' so ntnJSIOn 331 295 1088

Spa!Tl 20!)63 32261 53 .89

Total ZIGGJ 33036 ~2.51

Figure 2: Incidents Reported in Q3 2008 and Q4 2008 (MyCERT, 2008)

According to the survey done by Mohd Arif Ibrahim (201 0), the level of awareness

among Malaysian children about identity theft, harassment and spam is low. Figure 3

shows the statistical of Malaysian children awareness towards cyber threats.

r

l ldcnt•tylht>ll

tfara!.~ent · ~ Spam - 2~h

\iiU~ m l

0'~ 5()'1. 1~. I

Figure 3: Statistical of Malaysian Children A ware ness towards Cyber Threats

(Mohd Arif Ibrahim, 20 I 0)

3

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Based on Cocca (2005), there are three main categories of threats to email security

which are viruses, spam and phishing. MyCERT (2008) stated that spam emails were

recorded higher with phishing emails as the top categories and Trojan emails go after.

Lack of awareness on this crucial issue may harm children who are the next generation

in the future. Figure 4 illustrates Malaysian parents' actions towards their children on

the issue of the internet. This problem become more crucial as no measures taken by the

parents indicate the higher percentage compared to others.

!OJI

;~ J

t 200

j .1 JI

-~ 0

33.3

Hdm~n•~

:t" :'111

INTER~ET AND CHILDREN

M~n.::.J.rltd "'"" ~ ~~-~ ln~H M<lftroll•~ ..:t~w< ~~ :~ compy..-.ln ,__. ~nOne II'-.

"""' "" ' h'C'I vmt:ll;tf ll' do~lOft' .,f~ ~

y, <rl l l ...

Figure 4: Parents Actions towards Internet Activity within Their Children (Koay, 201 0)

Therefore, there is a need to nurture early awareness on emails security threats among

school children nowadays as they are part of the email users' portion. Thus, Child Email

Game (CEO) is proposed to assist them in identifying the emails threats through game­

based learning approach.

4

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1.3 OBJECTIVES

1. To identify email security threats issues.

2. To develop a computer game that cultivates early awareness among children on

email security threats issues.

1.4 SCOPE OF STUDY

This research project target is to get the understanding on email security threats

elements and cultivating early awareness about safer internet environment among

children. In parallel with this project, one game-based learning application has been

proposed to measure the improvements on children awareness. The main target

audiences are the children aged 11 to 13.

According to Baumgarten (2003), during this age, the youngsters become inunersed in

internet activities from which they can learn to have fun and gain self-esteem. The

growing ability to reason logically provides them the opportunity to engage in strategy

-based activities and contests, mathematical understanding allows for more complicated

number-based play and more advanced form of scoring. Youngster in this age group has

a desire in internet activities.

CEO is designed to meet current situation where the focus point is not on the spam

problem only. Blending together with the virus and phishing email issues, the game is

expected to give broad overview about email security threats to the children. Children

5

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need to identify the characteristics of emails security threats before they can classify

them accordingly in order to get higher point.

Game-based learning has been discovered many years before and this medium is

believed to provide fun and interesting learning process for the children nowadays.

There are many tools available in the market used to develop a game such as RPG

Maker, A Gen 2D Game Engine, Flash, Game Maker and Game Editor. In completion

with this project, CEG has been developed by using Adobe Flash Professional CS5

software.

1.5 THE RELEVANCY OF THE PROJECT

The project undertaken is in line with today's issues which is the emerging of email

security threats problems. CEG is expected to nurture early awareness about this issue

among kids nowadays and give them an overview on the precaution measures that

should be practice in the future.

6

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CHAPTER2

LITERATURE REVIEW

2.1 PLAY & CHILD DEVELOPMENT

According to Sully (2007), play is defined as 'freely chosen; personally directed,

intrinsically motivated behavior that actively engages the child. Play can be fun or

serious.'. Play is actually an essential routine in children's daily life. According to

Ginsburg, et a!. (2007), play is a right of every child as it drives towards child

development optimization.

Play and children cannot be apart as they are by nature playful. There are some of play

theorists throw in their thought in play definition and key concept(s) that indicate play

has a crucial role in children's learning. Table 1 below gives general overview on each

theorist's definition of play (Mayesky, 2009):

7

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Table I: Theories of play

Theorist Definition of Play Key Concept{$)

Parten (1932) Play is a measure of child's increasing Developmental stages of play: onlooker, solnary, parallel,

social maturity associative, cooperative

Play is assimilation child makes world 3 stages of play: sensorimotor, symbolic and game with Piaget (1962)

adapt to him rule

Smilansky Six criteria of dramatic play: imitative role-play, make

Play aids child's social development believe, verbal make believe, persistence in role play, (1968)

interaction and verbal communication

Vygotsky Play directly supports the development of Symbolic play promotes abstract thinking

(1977) child's cognitive powers

There are many benefits gain by children while playing. According to Mayesky (2009),

play can contribute towards physical growth, mental growth, emotional growth and

social growth. Based on Ginsburg, et al. (2007) play let the children stimulate their

creativity and at the same time develop their imagination, dexterity and physical as well

as cognitive and emotional strength. Apart from that, play is essential to healthy brains

development as they engage and interact in the world around them. As a result, they

able to cultivate new competencies that lead to enhance confidence and the re-saliency

they will need to face future challenges (Hurwitz, 2003).

Based on Ginsburg, et al. (2007), play is central to the academic environment as it assist

children to adjust to the school surrounding and enhance children's learning readiness,

learning behavior and problem solving skills.

CEG is expected to assist children in enhancing their creativity and imagination as they

need to capture and digest the entire emails security threats clue before classifying it

8

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accordingly. This would direct towards positive growth of mental and emotional among

the children.

2.2 PLAY & TECHNOLOGY

According to Downey, Hayes and O'Neill (2007), there are many key skills that

children can develop through collaboration between technology and play such as social

skills and problem-solving strategies. Table 2 shows the interrelation between

technology and multiple intelligences that give benefits to the children (Mayesky,

2009).

9

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Table 2: Multiple Intelligences and Technology

Multiple Intelligences Technology Integration Benefits

• DesktOp publishing program • Program that allow children to create stories, poems

Linguistic Intelligence Word Smart and essays

• Multimedia authoring • Videodiscs to create presentations • Tape recorders

• Problem-solving software Logical-Mathematical Logic Smart • Computer-aided design programs

• Graphing calculators

• Drawing programs • Image-composing programs • Paint programs • Reading programs with visual clues

VisuaVSpatial Picture Smart • Web-page programs • Three-dimensional software • Software games • Spreadsheet programs that allow children to see

charts, maps, or diagram • Multimedia authoring programs

• Music-computing software • Videodisc player • Programs integrating stories with songs and

instruments

Musical Intelligence Music Smart • Reading programs that relate letter/sound with music • Programs that allow children to create their own

music • CO-ROMs about music and instruments • Tape recorder • Word processors to write about a movie or song • Software games that allows contact wtth the

keyboard, mouse, joystick and other devices Bodily-Kinesthetic Body Smart • Programs that allow children to move objects around

the screen • Animation programs

• Computer games that require two or more people • Programs that allow children to create group

presentation Interpersonal Person Smart • Telecommunication programs

• E-mail • Distance education • Help others with any programs • Any programs that allow children to work

independently

lntrapersonal SeW Smart • Games involving only one person • Brainstorming or problem-solving software • Instructional games • Word processors for joumaling and recording feelings

Based on the Table 2 above, CEG is believed to encourage the children towards

developing their multiple intelligences especially logical-mathematical, visual/spatial

and interpersonal skill.

10

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2.3GAME

2.3.1 The Game

Game is a difficult concept to describe. According to Adams (20 10), game is defined as

"a type of play activity, conducted in the context of a pretended reality, in which the

participant(s) try to achieve at least one arbitrary, nontrivial goal by acting in

accordance with rules". Salen and Zimmerman (2003) illustrated a game as a system in

which players engage in simulated conflict, outline by rules that direct towards an

experimental effect.

According to Sanford and Williamson (2005), social scientist define games through

their psychological while social functions, anthropologists define them according to

their historical origin. For businessmen, game is defined through their usage. Oblinger

(2006) claimed that games should be thought of as a family of related items because

they are different as they are not designed for the same audiences.

2.3.2 Game Types

Based on Grace (2005), there are six main categories of game types which are action,

adventure, puzzle, role-playing, simulation and strategy. Table 3 shows the game types

and the corresponding description.

11

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Table 3: Game Types

Game Types Description

Action Game that offer intensity of action as the primary attraction where it emphasized on physical

challenges, including hand-eye coordination and reaction-time

-

Adventure Game that focus on the main attractions which are exploration and puzzle solving instead of

physical challenge

Puzzle Game that offer puzzle solving

Role-playing Game that offer the player an opportunity to immerse themselves in the player character's

situation

Simulation Game that attempts to replicate various activities in real life in the fonn of game for various

purpose such as training, analysis and prediction

Strategy Game that emphasizes on reasoning and problem-solving

Grace (2005) defined game genre as 'the way the story is told'- The game genre would

be drama, crime, fantasy, horror, mystery, science fiction and war espionage_

Based on the game types characteristics described in Table 3 above, CEG can be

classified as a simulation game_ According to Narayanasamy et a! (2005),

Freedictionary defmes simulation games as games that blend together the elements such

as skill, chance and strategy which result in the simulation of a complex structure.

Payne (2005) claimed that simulation games can be participatory, iterative, procedural

or situational in nature. For CEG, this game is fall under procedural simulation games

because it is designed to expose the children on email security threats issues which

required them to respond to the email received by following set of guideline as given in

tutorial part.

12

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2.3.3 Game and Education

In the 21'1 century, we will all be living in a future of exponential change as the

Information Technology (IT) power is rapidly transform across the time (Prensky,

2006). We can see the immediate tools switching as example iPad nowadays able to

replace and enhance walkman functionality.

Sandford ,Ulicsak, Facer, and Rudd (2006) stated that in a recent survey, 36% of

primary school teachers and 27% of secondary school teachers said that they had used

games to teach. According to Koster (2005), games are a fundamental part of the

evolving human experience and the way in which we learn, providing the opportunity to

practice and explore in a safe environment, teaching skills like aiming, timing, hunting,

strategy and manipulation of power.

If games are experiential, active, problem-based and collaborative then they have the

potential to be effective environments for learning, not specifically because they are

games but because the exhibit the characteristics of constructivist learning environment

(Whitton, 2007).

13

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2.4 GAME-BASED LEARNING

Games have been widely accepted as a good platform to promote learners to actively

participate in learning activities (Baid and Lambert, 2010). According to Noor Azli, Nor

Azan and Shamsul Bahari (2008), games are much similar like simulation in their

fundamental structure and it can be divided into three main parts which are the

introduction, the body of the game and the conclusion. Figure 5 below depicts the

general structure and flow of the games.

rntroductory Presetl!

Action Section .. Scenario ----+ Required 1--

1 u - ~ Student

nosing System Act! ~ Updates ~ r-

Opponent r. React~

Figure 5: General Structure and Flow of the Games

(Noor Azli, Nor Azan and Shamsul Bahari, 2008)

14

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Game-based learning is often experience-based or exploratory as it relies on

experiential, problem-based or exploratory learning approaches (Freitas, 2006). Dickey

(20 1 0) claimed researchers have indicated that game-based learning could be the fmest

method to generate students' learning motivation.

According to Mitchel (2004), game-based learning approach can stimulate the

enjoyment, motivation and engagement of users, aiding recall and information retrieval,

and also encourage the development of various social and cognitive skills. Some

research has also shown that games have been explored as a pedagogical approach to

enhance child's learning enviromnent Based on Tang (2007), game-based learning

should have the following characteristics:

• Motivating and engaging but not necessarily entertaining

• Requires participation from learners

• Has clear objectives defined in the game-play and scenarios presented while

knowledge can be imparted through storytelling and narrative

• Provide freedom to interact in the game world through a set of defmed actions

• Provides clear defined feedback for every action taken

• Match learners pace and intellectual ability

• Highly scalable so can be used for educating large numbers of learners

concurrently

15

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There are many game-based learning examples that are available in the market and it is

cross-sector adoptions. Figures below are some of the game-based learning application

examples according to the sector respectively (Corti, 2006).

Table 4: The Cross Sector Adoption of Game-Based Learning (GBL)

Sector

Hospitality

Figure 6: Hospitality GBL

Computer Software

Figure 7: Computer Software GBL

Descriptions

Hospitality & Catering NVQ

PIXELearning are creating a games-based

application that helps students to progress

through their NVQ in Hospitality and

Catering.

"Tbe Monkey Wrench Conspiracy"

A first-person shooter game designed to teach

mechanical design engineers to use 30 CAD

software.

16

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2.5 INSTRUCTIONAL DESIGN PRINCIPLES

According to Kumaraguru et al. (20 1 0), instructional design principles and methods

allow education researchers to examine how people gain knowledge and learn new

skills which assist them to develop effective educational materials. There are seven

principles involved in designing the online security training which are learning-by­

doing, immediate feedback, conceptual-procedural, contiguity, personalization, story­

based agent environment and reflection principle. Table 5 summarized the instructional

design principles used by Kumaraguru (20 1 0).

Table 5: Instructional Design Principles

Principle Explanation

Learning-by-doing People leam better when they practice the skills they are learning

Immediate feedback Providing immediate feedback during the knowledge acquisition phase results in

efficient learning

Conceptual-procedural Conceptual and procedural knowledge influence one another in mutually

supportive ways and build in an iterative process

Contiguity Presenting words and pictures contiguously (rather than isolated from one

another) enhances learning

To develop an effective educational material, some of instructional design principles

have been emphasized in CEG development process such as immediate feedback and

contiguity.

17

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2.6 RELATED WORKS

The proposed game objective is to cultivate early awareness about email security threats

among children aged 6 to 12. By default, there are a few existing games that are quite

similar to the proposed CEG. In this stage, research element is crucial to compare the

differences among available resources with the proposed CEG. Table 6 below

summarizes the key points of games comparison.

Table 6: Comparison between Existing Email Game

Games Email Quiz Game Spam Swatter Game Emaii&Spam

Safe and unsafe email Legitimate email, spam and Scope

virus Safe mail, spam and cyber bully

Game instructions Read received emails, decide Simply click and drag email Read received emails and

safe or unsafe email and then icon into corresponding field respond by click on

respond accordingly whether to which are x-ray (to scan mail corresponding button which are

open it or delete with attachment), inbox (proper delete (spam). reply (safe mail)

ema•l) and trash (for spam) and report (cyber bully)

Level of exposure on Medium because the game Low due to lack of contiguity Medium as the game

email security threats emphasize on learning by doing, between pictures and words emphasize on learning by doing

return immediate feedback and and personalization

reflection principle

18

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Based on the previous comparison, proposed CEG has been developed according to the

certain criteria as described in Table 7 below.

Table 7: Proposed CEG criteria

Criteria Description

Scope Legitimate emails, spam, virus and phishing

Game Level 1: Players need to classify the type of email security threats received by reading carefully the

instructions email context before simply click to its category accordingly.

Level 2: If the players earn more than m.nimum score. then they can move to next level. At this

stage, the players are expected to respond to the email whether they want to reply, report spam,

scan or delete the email. A badge will be given to the users if they earn exceed the minimum

points.

Level of To develop an effective educational materials, one of the instructional design principles has been

exposure on used such as:-

email security

threats • Immediate feedback: Provide feedback through interventions immediately when the

player click to corresponding button

• Contiguity: Presenting the ema1l security threats and it's icon contiguously

Cyber Security Awareness for Everyone (CyberSAFE) is a CyberSecurity Malaysia' s

initiative in educating and enhancing the awareness of the general public on the

technological and social issues facing by internet users. Various program conducted by

this organization towards the cyber community nowadays in achieving the ultimate

goals. CyberSAFE did provide cyber-tips, poster and games that can help to prepare the

kids in facing the challenging of cyber world. Internet and email safety is one of the

topics covered for the kids. Figure 8, 9 and I 0 are the examples of mediums used to

cultivate kid' s awareness on email security threats issues.

19

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-......

GOOD LUOCTO YOUU

Figure 8: Virus Poster Figure 9: SPAM Poster Figure 10: Email and SPAM Game

Although not all child have their own email, but the program conducted by CyberSAFE

shown that it is important to nurture early awareness among them as they are the futures

of tomorrow. Therefore, CEG is developed parallel with CyberSAFE mission.

CEO is a simulation game that developed by using game-based learning approach.

Taking into account that child are also part of email users, they have the tendency to the

email security threats issues exposure. Thus, it is crucial to meet the project objective

which is to cultivate early awareness on email security threats issues among children.

The main target would be the children aged 11 until 13. Game has been used as the

platform to motivate the children in exploring the email security threats issues through

fun medium. ln achieving the objective, contiguity element has been embedded in

preparing effective educational materials.

20

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CHAPTER3

METHODOLOGY

3. 1 RESEARCH METHODOLOGY

Game development flowchart has been chosen as a guideline upon completion of CEG

development process. According to Vroman (2009), there are six main phases that

involved when developing a game which are concept, plan, design, build, test and

release. Figure 11 below shows a game development flowchart.

Figure 11 : Game Development Flowchart

(Source: Vroman, 2009)

21

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3.1.1 Concept

At the early stage, the game concept should be pre-determined in order to get an

overview before move into the plan stage. CEO is an educational game that embedded

with fun and attractive environment where intrinsically a good platform for children to

identify and alert with existing email security threats.

3.1.2 Plan

Research is the most crucial in this stage in order to analyze the game requirements for

end user. Related works have been examined and embedded in the literature review part

as described in Chapter 2.

3.1.3 Design

For design phase, the CEO flowchart and storyboard has been prepared before proceed

to build stage. Considering the concept used in Email Quiz Game, Spam Swatter Game

and Email & Spam Game as discussed in chapter two, CEO has been designed to extend

the email security threat issues covered in existing and related games. CEG tutorial and

game have been inspired from CyberSAFE efforts through tips and posters for the

children.

22

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Yes

R.eceive a badge

3.1.3.1 CEG Flowchart

View tutorial

No

No

Visit Welcome Page

Player select game option

Play the game

Yes

Play the game Yes

Figure 12: CEO Flowchart

23

Level J

No

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3.1.3.2 CEG Storyboard

A storyboard of CEG was designed to provide a better visual interpretation of the game

to be developed. Below are overviews on how the game should be look alike:

CHILD EMAIL GAME

• ••• • -.r ,.__ ., ----r--

IHOW TO PLAY ? PLAY THE GAME I -- '- '-

Figure 13: Welcome Page Screen

CHILD f_, I IL GAME INTRODUCTION

P-DID U KNOW?

EMAJLSECURJlYTHREATSCONSISTOF 3 COMPONENTS WHICH ARE

Figure 15: Did You Know Screen

24

CHILD EMAIL GAME HOW TO PLAY?

Thi$pme has 2 ~~$. Q Levell You need to ateconzethe flYqjJs received according tc

ermJI security thruu utecorf. Q Level2. You need to rHPOndto the email received ac.cOf'dlncJy

whether you l>ave to reply, report..,.,, ~an Of' delete the email

BUT WAIT Ill

Did you know what is the EMAILSECURJTYTHREATS?

Figure 14: How to Play Screen

CHILD EMAIL GAME WHAT IS SPAM?

I , JunL mall or unwanted email received

from unknown

HOW TO IDENTIFY SPAM?

L Received from unknown 2. Oalm that you Win a pnz.e

WHEN YOU RECEIVED IT, YOU SHOULD ....

Figure 16: Spam Tutorial Screen

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~HILD EMAIL GAME WHAT IS VIRUS? , Mail received from unknown that trick you to open the frle attached

HOW TO IDENTlFYVIRUS?

I 1 An attachment that ends With an .exe, .plf, .bat, or .scr

2. Recervedfrom unknown

SCAN THE EMAIL WHEN YOU RECEIVED fT ••

Figure 17: Virus Tutorial Screen

Level 1

INSTRUCTION

~ad ll'e Mtl t c ... tuov DKide the e'llal ty~

accord ncfy by ~IT' ply dick ilt c.«rl!1oPOI'din& batton.

Get as ~ CO'T~t ~-as you can w thin

t'>t Ml~ £IV~. Elch corrKt an~wer will £lYe you

h &f'l sc.ore wh te l!l(()l1'tCt an~wer WI• make you low! your po nL

LET'S PlAY .'V' Figure 19: Level I Instruction

Levell Example 2

OH NO!®

You are still not able to identify the email serurity

threats accordtngly. let's try again II!

Figure 21: Let's Try Again Screen 25

LD EMAIL GAME WHAT IS VIRUS? , Ma•l that steal your personal

I Information

HOW TO IDENTIFY VIRUS?

I 1. Check spt>llinc and bad cram mar 2. Has sense of urgency

L_ Figure 18: Phishing Tutorial Screen

Level 1 Example 1

To~ ~@ICJTI<I'I.com

From: kanm~pnllil.com

SUb,IKt: --~gnmenl

Dtar Jehan,

Here s <rry part fOf OtK croup f)(OJt<t. Let me know tf there ll'f m·stakesy~l

Repds,

Konm

Attachments: Asrg~~ment. doc

Figure 20: Level I Question

Levell Example 3

CONGRATULATION!!! Q)

You are able to tdentify the email security threats accordingly. Now, let's move to the next level! !I

Figure 22: Congratulation Screen

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LEVEL 2

INSTRUCTION floload tne~.,ail carefJI y R~bvdlocon rt>to

COIT61)01'dll>g ICon.

fiUit ..... Slit afPU'

~ aff'OIITSI'!I-.! ,..,.. • ~· 1 ~ l£T'SPLAY . 'v"' Figure 23: Level2 Instruction

Level2 Example 2

OHN0! 0

You are unable to respond to the email accordingly. Let's try again!!!

Figure 25: Let's Try Again Screen

26

Level 2 Example 1

To Jf'han~gmad com

From: John

Sub~L Fr~ ceff!bnty Wlllpaper

Open the a~t to get your fr~

cefebnty wallpaper

Altx"mmts: frt«elf!bntywallpa~. scr

Figure 24: Level 2 question

Level 2 Example 3

CONGRATULATION!!! ©

You are able to respond to the email security threats accordingly. You get your email badge! 0

Figure 26: Congratulation Screen

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3.1.4 Build

Based on the storyboard design, CEG has been developed by usmg Adobe Flash

Professional CS5 software. Zero knowledge about flash requires the game developer to

explore the fundamentals of flash before moving into development stage.

3.1.5 Test

CEG functionality has been testing m the next steps of the game development

flowchart.

3.1.6 Release

Upon completing test stage, the game then has been released to the target audience

which is children aged ll to 13. In this stage, play testing has been used to measure the

awareness level on the email security threats among the players.

27

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CHAPTER4

RESULT AND DISCUSSION

4.1 CEG PROTOTYPE

Figure 27: CEG Welcome Page

The player will visit the welcome page when first starting the game as shown in Figure

27. They can choose whether to explore how to play by clicking on the how to play

button or straight away play the game by clicking the lets play the game button.

28

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4.1.1 Tutorial Page

In this section, the player is given the opportunity to explore and identify the tips and

tricks in identifying the email security threats.

' I I p- ROlli '80 PLAY? Thrs game has two levels: Level 1 You n~ to categorize the emails

tecerved accotcling to emarl security threats category

Level 2 " You oee4 to tesponct to the email teceivect a<:cot41ogly.

fll fl YOU t.:."'IOW '.'\ I IAT IS Tl I [

EMAIL SECVR.ITY Tl-l REA TS/

Figure 28: CEG How to Play? Page

' I I p -llm 20ll KIIOUI?

Thrs game has two levels:

E- MAIL SECVRilY THREATS has 3 types which ate:

VIRUS

Figure 29: CEG Did You Know? Page

29

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- fJIHAV UJ li1.IWa ~~~ ~ fJom UllknowtJ IIQI trick you lo open the (,le ~

- UIIIKII ~ JIUZn7EJ) l'1I.IIUa KJJIAD,. VOU SJIOI&J) ..•

Figure 30: CEG Virus Page

. - fJIHAV .US PIWHIDI9 ~ilthlt ~I your ~I ulotTJQtiOIJ

- HOtll 'DO .mEII'IUN PIWRIDI8 1.Chedt (or ~hog ~net ba4 g~mm~r _ 2 Seme o( U'¥f~CY: (ora: c:1ntomcr lo Qke 1mme4l.rte ~cifom

- UIHDI \lOU &Be&IW'D PJIJ8RDl8 KJIIAD,. 20lJ SJIOI&'D •..

Figure 31: CEG Phishing Page

Each icon at the bottom of the CEG tutorial page is functional where it link to the

respective tutorial page when clicked by the player. Home button will direct the player

to the CEG Did You Know? Page.

30

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4.1.2 CEG Levell

- UIHAV BJ SPAitt JuQk rmtl « u~ em~• I~ ~"ron, u, know,

-11001 'DO mKIRUJ"Jl SPAJII 1. To or CC ftel4 c:o~t I)J mou' or eq~ql to 15 rectplellh 2. ~ cbJm tfqt you Will~ pr11e ot ~rry (ree "'bknpt1011

- UIIIEII 20ll &BeZIW'D WAitt KlltADt. 20ll SIIOlllt'D •••

Figure 32: CEG Spam Page

virus email

Figure 33: CEG Level I Page

For the first level, the player needs to · identify the characteristic of the received email

before classifying to the email security threats accordingly.

31

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To · Juficpeter f? gma~lcom From : Wollpapu World SlbJecf : Fru w~

Open ttl& crttactnnvrt to get you- fru c:clrbrity ~.

Figure 34: CEG Level 1 Q 1 Page

To : cilrnacfablb@ gmmlcom From · hassalt_teachuSKTBR@gtncDLCGm Stbject : Homeworic

Dear Ahmad, . ~ N:lmit yotr homework VICI e.mcnl CIS I Will 1 not be Cll'"tMid stort•rg next wuk.

Figure 35: CEG Levell Q2 Page

By default, the score is zero at the beginning of the game. For any correct question

answered by the player, the score will be increased by 10 points.

32

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From · SlbJ«t • FREE CAU.ER lUNG TONE

Vis•t th1s ~1M 6 download fru callu nrgtore as much as you MUit • www.cookallerrirgtone.com

Figure 36: CEG Level 1 Q3 Page

Dear 01r wlJed customer,

Please ~e yor pusoml mfomot10n VJG thue ~nl< www .kelabtlrinar•ebankrclkyat.info If u f01l to do so, yotr accowrt .. n be closed

Figure 37: CEO Level 1 Q4 Page

However, if the answer is wrong, the score will be deducted 5 points. The score is

updated along the way the player plays the game.

33

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Figure 38: CEO Let's Play Again Page

Figure 39: CEO Let's Play Level2 Page

For level 1, the player needs to answer 4 questions. If the accwnulated score is lesser

than 30, the player is given another chance to play again. Otherwise, the player will

continue to the next level.

34

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4.1.3 CEG Level2

In the Level 2, the level of difficulties is increased as the player need to identify the

email type first before react to the corresponding email received.

spam

IE,OIT """ em.a1

~ vlrv1;

SCA• VIRUS enw1

REPORt PHI Sfll U

~ .afe email

REPlY E"AJL

Figure 40: CEG Level 2 Page

To : CIZIC f) gmGilcom From : Wollpapu World

Sib Jed . fru Wa!lpapu

Open the GttcsctuM.nf to get )'01" fru ulebri ty wollpoper

Figure 41 : CEG Level 2 Q 1 Page

35

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The accumulated score from level 1 will continuously update m the Level 2. As

mentioned before, correct answer will get additional 10 marks.

To : harr:rrfelhadd< ~ gmarl.com From : hofrz•sahockkegmoil.com StbJect : Mlftl's brr1fldcy

~Harr:r1l rm pbmrg to ulebrcrte otr mlftl's birthday next week. l.d'5 pbn togcthul :)

Figure 42: CEG Level2 Q2 Page

To : cuegmcnl.ccm. 011e9ft'OII.com. olt~gmc~~l.ccm. bocl@gmailcom. qi~gmarlcom, L~ gmcnl.~om .t•~gmarl.com. imaf)g-Lcom.•[email protected]. fozegmarlcom. yon!lgmcul.com. d•~gmoil.com, pauegmoil.com, f•zf>gmarl.com, nab~giMII.com

From : StbJect : FREE SCREENS AVER

a~BIIJI.}il Visit www.coolcollemrgtone.com 6 get yotr fru

Figure 43: CEG Level2 Q3 Page

36

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Y01r facebook WJU be expred tomorrow. Update yow- account today at FACEBOO~faubbok. FCIII to do so. yow- accmm WJD be closed.

Thol!kyou.

Figure 44: CEG Level2 Q4 Page

Figure 45: CEG Let's Play Again Page 2

To earn an email badge, the player need to score higher points more than 70. If not, the

player is given opportunity to play again which can boost the motivation to explore

email security threats issues carefully.

37

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Figure 46: End Page

38

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4.2 CEG TESTING

CEG Testing has divided into two categories which are Usability Testing and also

Effectiveness Testing. Both are important in evaluating the project outcome.

4.2.1 Usability Testing

Usability testing is a technique used to evaluate CEG prototype by testing it with the

respective users. The goals are to identifY any usability problems, collect quantitative

data and determine the participant's satisfaction with the game. The sample consist of

10 children aged 11 to 13 with various education background.

I 6 '

The overall interface is

5 5 ..--····-·····----· ··---------····. ---·--·------- ·-----

1: ., ~

4 ~ v

i 0 3 ~

' ., I ..,

E 2 . I ' :>

z 1 1

0

Attractive Neutral Less Attractive

Figure 47: CEG Overall Interface

Referring to the Figure 4 7, 50% of the sample agreed that the overall interface of CEG

is attractive. Presenting words and pictures contiguously rather than isolated from one

another (contiguity) is one ofthe design principle used to enhance learning process.

39

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The tutorial given is ""l 6 ..... ---~-~--------- -·------ ----------- ---- I

! 5 5

"' .. .. 4 :!:! ;;;

u - 3 0 ... .. .1> E 2 ::1 z

1

Helpful Neutral Not Helpful

·-. --· I

Figure 48: CEO Tutorial

Based on the Figure 48, the result shows that most of the children feel neutral on the

tutorial provided. In fact, 2 out of 10 claimed that it is not helpful. Only 3 children fully

utilized the contents of tutorial and tips provided during playing the game. There are

many assumptions that can be made on why the children found that the tutorial given is

not helpful. First, as English is used as a language medium in this game, the children

may thought it is difficult to understand especially if they are English illiterate. If this

assumption is valid, for the future work, the game should provide two version of

language.

40

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9

8

"' 7 .. ~

6 !! :c 5 ... -0

~ 4 .. .a E 3 " z 2

1

0

The instruction given is

Clear Neutral

Figure 49: CEO Instruction

I

Confusing

I

·········· I

- I

Most of the children agreed the CEO instruction is clear as it is short and

understandable. Moreover, the instruction given has contiguity element which help the

children while playing the game. However, 10% of the sample claimed that the

instruction given is confusing while another 1 0% is neutral.

41

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4.2.2 Effectiveness Testing

Effectiveness testing is used to measure whether CEG is an effective medium that can

be used in cultivating early awareness on email security threats issues among the

sample tested or not. For the first part, the previous sample has been used to test the

CEG effectiveness.

When playing CEG, I feel 5

4 4 c: 4 .. ~

l! ::: v 3 ..

s:; .. -0 2 ,_ .. "" E " 1 z

0

I Fun ~--- ---------------~-·--··-

Neutral Boring

Figure 50: Children's Feeling When Playing CEG

According to the Figure 50, 40% of the sample tested feels fun and neutral while

playing the game. This indicates that CEG has a potential to provide fun learning

environment. Only 20% fmd it boring to play CEG. It may because they are never

playing game or email security threats topic covered is beyond their interest.

42

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9

8 c 7 ., -3! 6 :;: u 5 -0

4 -.. ... 3 E ::> 2 z

1 0

I know what the email security threats issues are after playing the CEG

Yes Maybe No

Figure 51: Email Security Threats Issues Awareness

According to the result received, 80% from the sample stated that they gain their early

awareness on email security threats issues right after playing the CEG. 20% of them are

answered maybe as they know the issues of virus and spam through participating in

seminar conducted by Cyber Security teams in their school. However, they did not

know about phishing and all these issues are grouped under email security threats.

43

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r;; 41 -, :E v -0 -.. .. e ::1 z

8

7

6

5

4

3

2

1

When playing CEG, I am able to recognize the type of email received

---·----- ·--· ···--·--·- .... oc·----·-··· ... ---·-· - -- --·--·--------- -

0 +- ....... .

Yes Maybe No

Figure 52: Type of Email Recognition

... -- I

Based on Figure 52, most of the children (70%) are able to recognize the type of email

received. Only one child unable to identify well the email pattern and he did answered

wrongly 3 questions out of 4 in level I.

8

7 <: 41 6 -l!

5 :E u

0 4 -.. 3 .Sl E :> 2 z

When playing CEG, I know how to respond to the email received based on its category

--····---------------------- ---------- - ---------- ---

-------------------------- ----------------- ·-----

·-----------~----- --------------- ---2

Yes Mayb<' No

Figure 53: Email Response

44

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Figure 53 shows that the ability of the children on email response. Those who are able

to recognize the email type earlier are able to respond accordingly. Some of them chose

maybe because they able to identifY the email type but did not meet the minimum score

requirement which allow them to move into level 2.

Apart from that, another session has been conducted. The objective of this session is to

measure the effectiveness of various medium used to expose the children on email

security threats issues such as reading and playing a game. For this part, a total of

another 15 children aged 11 to 13 were involved. The 15 children were split into 3

different groups in which each of the group consist of 5 children. The details are as

below:

D Group A: Reading email security threats notes

0 Group B: Playing CEG

D Group C: Playing CEG right after reading the notes.

All of them were required to answer the same short paper-based questions ( 5 questions)

which regard to the email security threats issues. Comparison on the marks of the paper­

based question has been made to analyze the ability of CEG as another mechanism that

can be used in exploring the email security threats issues.

45

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Below is the result of the three different groups of children that involved:

Reading Notes l 2

" .. -l! :E ... - 1 0 -.. "" E ::J z

0

0101 2104 >4

Marks I

-- __ _,

Figure 54: Reading Notes Result

According to Figure 54, only 20% from the Group A sample got highest mark in

answering the questions given. The other 40 % scored 4 and below.

Otol 2to 4

Marks

Figure 55: Playing CEG Result

46

>4

I

I ------- _____ I

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Based on Figure 55, 60% from the Group B sample are able to score medium mark

which is between 2 to 4. Only 20% from them got highest mark in answering the

questions given.

Notes&CEG

3 c 41 ~

:!! :;: 2 u -0 ~ ..

1 .., E " z

0

Otol 2 to 4 >4

Marks

Figure 56: Reading Notes & Playing CEG Result

Referring to Figure 56, the number of children in Group C sample that are able to score

highest mask increased compared to the Group A and Group B.

From these results, we can see that the combination of reading the notes and playing

CEG is the most effective means for the children in acquiring new knowledge.

However, the existence of CEG is to support the learning process done by reading the

notes but not to replace the existing methods. This fall under learning-by-doing

principle as the children is able to practice the skills that they have learned before .

. Therefore, it is interesting to see if this indicator can be implemented in our education

system especially school children as play is part of their daily life.

47

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CHAPTERS

CONCLUSION AND RECOMMENDATION

Email security threats are one of the cyber threats problem that child should aware to

avoid any incidental causes which lead towards negative impact. Therefore, Child

Email Game (CEO) is developed to nurture early awareness on email security threats

among the kids nowadays. Besides providing fun element, the player is motivated to

explore these issues through the given opportunity in play again the game.

This game is successfully replicating the email security threats issues that have been

identified in the early stage of this project. The issues then conveyed to the target user

via attractive mean which is by developing the CEO.

Usability testing revealed that although there is lack of information provided in the

tutorial contents, the player has been given the tips to assist them in identifYing the

email type as well as respond accordingly. Apart from that, due to some limitations that

CEO have, the most effective way to instill the awareness on these issues are through

the combination of reading the notes and playing the CEO.

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Through the feedbacks gathered, several recommendations have been found to be useful

for further improvement in CEO. It is recommended that first, the content of tutorial

itself must convey valid and useful information as according to the security expert

people, sometimes there are also attachments that hide the file extension. This will lead

towards misunderstanding on the contents itself. Besides that, the question has been

proposed to provide validation before the player easily select the corresponding answer.

The level of difficulties has been suggested by leveraging the questions according to the

age of the player.

CEO is another alternative used to enhance children awareness on email security threats

issues. It is also developed parallel with CyberSAFE effort in avoiding the children

become one of the indirect victims of internet drawback.

49

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SURVEY QUESTIONS

Upon completion of my project, I'm Nurul Hazwani binti Sahadek, would like to conduct a survey for my Kids Email Game. The objectives of this survey are as below:

o To measure the level of awareness among Malaysian school children on email security

threats issues. o To gather feedback on the effectiveness of Child Email Game (CEG) in nurturing early

awareness about email security threats issues among the Malaysian school children.

Appreciate if you could answer the questions below. Indicate (f) where necessary.

Usability Testing

1. The overall interface is

0 Attractive 0 Neutral 0 Less Attractive

2. The tutorial given is

0 Helpful

0 Neutral 0 Not Helpful

3. The instruction given is

0 Clear 0 Neutral 0 Confusing

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Effectiveness Testing

1. When playing CEG, I feel

0 Fun

0 Neutral 0 Boring

2. I know what the email security threats issues are after playing the CEG

0 Yes 0 Maybe 0 No

3. When playing CEG, I am able to recognize the type of email received

0 Yes 0 Maybe 0 No

4. When playing CEG, I know how to respond to the email received based on its category

0 Yes 0 Maybe 0 No