iBet uBet web content aggregator. Adding the entire web to your favor.
iBet uBet web content aggregator. Adding the entire web to your favor.



Link to original content: https://unpaywall.org/10.1007/978-3-030-65736-9_2
Enhancing Game-Based Learning Through Infographics in the Context of Smart Home Security | SpringerLink
Skip to main content

Enhancing Game-Based Learning Through Infographics in the Context of Smart Home Security

  • Conference paper
  • First Online:
Entertainment Computing – ICEC 2020 (ICEC 2020)

Part of the book series: Lecture Notes in Computer Science ((LNISA,volume 12523))

Included in the following conference series:

Abstract

Constantly evolving advances of smart home devices features require users to persistently keep up with safety concerns. While update reports and news articles are common ways to keep them informed, many users struggle in thoroughly understanding and applying available security recommendations. Educational games have proven to be an intuitive way to increase the incentive for awareness but many of them come short to convey the needed supporting knowledge. In an attempt to raise security awareness on smart home devices, we designed an educational game to demonstrate the latest security challenges and solutions. To ascertain users’ attention and motivation, we have developed two versions of the game to contrast the integration of text and infographics as supporting knowledge which are the hints in this case. Our evaluations give evidence that viewing security-related content with a higher deployment of infographics improves users’ performance significantly, increases users’ interest in the topic, and creates higher levels of confidence solving security problems and complexities.

This is a preview of subscription content, log in via an institution to check access.

Access this chapter

Subscribe and save

Springer+ Basic
$34.99 /Month
  • Get 10 units per month
  • Download Article/Chapter or eBook
  • 1 Unit = 1 Article or 1 Chapter
  • Cancel anytime
Subscribe now

Buy Now

Chapter
USD 29.95
Price excludes VAT (USA)
  • Available as PDF
  • Read on any device
  • Instant download
  • Own it forever
eBook
USD 84.99
Price excludes VAT (USA)
  • Available as EPUB and PDF
  • Read on any device
  • Instant download
  • Own it forever
Softcover Book
USD 109.99
Price excludes VAT (USA)
  • Compact, lightweight edition
  • Dispatched in 3 to 5 business days
  • Free shipping worldwide - see info

Tax calculation will be finalised at checkout

Purchases are for personal use only

Institutional subscriptions

Similar content being viewed by others

Notes

  1. 1.

    https://us.norton.com/internetsecurity-iot-smart-tvs-and-risk.html.

  2. 2.

    https://www.consumer.ftc.gov/articles/0382-using-ip-cameras-safely.

References

  1. Abawajy, J.: User preference of cyber security awareness delivery methods. Behav. Inf. Technol. 33(3), 237–248 (2014). https://doi.org/10.1080/0144929X.2012.708787

    Article  MathSciNet  Google Scholar 

  2. Alotaibi, F., Furnell, S., Stengel, I., Papadaki, M.: A review of using gaming technology for cyber-security awareness. Int. J. Inf. Secur. Res. (IJISR) 6(2), 660–666 (2016)

    Google Scholar 

  3. Arachchilage, N.A.G., Love, S., Beznosov, K.: Phishing threat avoidance behaviour: an empirical investigation. Comput. Hum. Behav. 60, 185–197 (2016)

    Article  Google Scholar 

  4. Bachy, Y., Nicomette, V., Kaâniche, M., Alata, E.: Smart-tv security: risk analysis and experiments on smart-tv communication channels. J. Comput. Virol. Hack. Tech. 15(1), 61–76 (2019)

    Article  Google Scholar 

  5. Baddeley, A.D.: Human Memory: Theory and Practice. Psychology Press, Exeter (1997)

    Google Scholar 

  6. Bahrini, M., Volkmar, G., Schmutte, J., Wenig, N., Sohr, K., Malaka, R.: Make my phone secure!: using gamification for mobile security settings. In: Proceedings of Mensch Und Computer 2019, MuC 2019, pp. 299–308. ACM, New York (2019). https://doi.org/10.1145/3340764.3340775

  7. Bateman, S., Mandryk, R.L., Gutwin, C., Genest, A., McDine, D., Brooks, C.: Useful junk?: the effects of visual embellishment on comprehension and memorability of charts. In: Proceedings of the SIGCHI Conference on Human Factors in Computing Systems, CHI 2010, pp. 2573–2582. ACM, New York (2010). https://doi.org/10.1145/1753326.1753716

  8. Bellato, N.: Infographics: a visual link to learning. ELearn 2013(12), December 2013. https://doi.org/10.1145/2556598.2556269

  9. Borkin, M.A., et al.: What makes a visualization memorable? IEEE Trans. Vis. Comput. Graph. 19(12), 2306–2315 (2013). https://doi.org/10.1109/TVCG.2013.234

    Article  Google Scholar 

  10. Brooke, J.: SUS: a retrospective. J. Usab. Stud. 8(2), 29–40 (2013)

    Google Scholar 

  11. Burgers, C., Eden, A., van Engelenburg, M.D., Buningh, S.: How feedback boosts motivation and play in a brain-training game. Comput. Hum. Behav. 48, 94–103 (2015). https://doi.org/10.1016/j.chb.2015.01.038

    Article  Google Scholar 

  12. Carlini, N., et al.: Hidden voice commands. In: 25th USENIX Security Symposium (USENIX Security 2016), pp. 513–530. USENIX Association, Austin, TX, August 2016. https://www.usenix.org/conference/usenixsecurity16/technical-sessions/presentation/carlini

  13. Chang, C.Y., Hwang, G.J.: Trends in digital game-based learning in the mobile era: a systematic review of journal publications from 2007 to 2016. Int. J. Mob. Learn. Organ. 13(1), 68–90 (2019)

    Article  Google Scholar 

  14. Chen, T., Hammer, J., Dabbish, L.: Self-efficacy-based game design to encourage security behavior online. In: Extended Abstracts of the 2019 CHI Conference on Human Factors in Computing Systems, CHI EA 2019. Association for Computing Machinery, New York (2019). https://doi.org/10.1145/3290607.3312935

  15. Clark, J.M., Paivio, A.: Dual coding theory and education. Educ. Psychol. Rev. 3(3), 149–210 (1991)

    Article  Google Scholar 

  16. Club, D.P.: Mini Metro. Game [Windows] (November 2015). dinosaur PoloClub, Aotearoa, New Zeland

    Google Scholar 

  17. Cone, B.D., Irvine, C.E., Thompson, M.F., Nguyen, T.D.: A video game for cyber security training and awareness. Comput. Secur. 26(1), 63–72 (2007). https://doi.org/10.1016/j.cose.2006.10.005

  18. Costin, A.: Security of CCTV and video surveillance systems: threats, vulnerabilities, attacks, and mitigations. In: Proceedings of the 6th International Workshop on Trustworthy Embedded Devices, TrustED 2016, pp. 45–54. Association for Computing Machinery, New York (2016). https://doi.org/10.1145/2995289.2995290

  19. Cuevas, H.M., Fiore, S.M., Oser, R.L.: Scaffolding cognitive and metacognitive processes in low verbal ability learners: use of diagrams in computer-based training environments. Instr. Sci. 30(6), 433–464 (2002). https://doi.org/10.1023/A:1020516301541

    Article  Google Scholar 

  20. Culyba, S.: The Transformational Framework: A Process Tool for the Development of Transformational Games, September 2018. https://doi.org/10.1184/R1/7130594.v1

  21. De Castell, S., Jenson, J.: Digital games for education: when meanings play. Intermédialités: Histoire et théorie des arts, des lettres et des techniques/Intermediality: History and Theory of the Arts, Literature and Technologies (9), 113–132 (2007)

    Google Scholar 

  22. Denning, T., Lerner, A., Shostack, A., Kohno, T.: Control-alt-hack: the design and evaluation of a card game for computer security awareness and education. In: Proceedings of the 2013 ACM SIGSAC Conference on Computer & Communications Security, CCS 2013, pp. 915–928. Association for Computing Machinery, New York (2013). https://doi.org/10.1145/2508859.2516753

  23. Deterding, S., Dixon, D., Khaled, R., Nacke, L.: From game design elements to gamefulness: defining “gamification”. In: Proceedings of the 15th International Academic MindTrek Conference: Envisioning Future Media Environments, MindTrek 2011, pp. 9–15. ACM, New York (2011). https://doi.org/10.1145/2181037.2181040

  24. Dixon, M., Gamagedara Arachchilage, N.A., Nicholson, J.: Engaging users with educational games: The case of phishing. In: Extended Abstracts of the 2019 CHI Conference on Human Factors in Computing Systems, CHI EA 2019. Association for Computing Machinery, New York (2019). https://doi.org/10.1145/3290607.3313026

  25. Dreams, D.: Metrico+. Game [Windows] (August 2016). Digital Dreams, Utrecht, Netherlands

    Google Scholar 

  26. Fiorella, L., Vogel-Walcutt, J., Schatz, S.: Applying the modality principle to real-time feedback and the acquisition of higher-order cognitive skills. Educ. Technol. Res. Dev. 60, 223–238 (2012). https://doi.org/10.1007/s11423-011-9218-1

    Article  Google Scholar 

  27. Fu, K., et al.: Safety, security, and privacy threats posed by accelerating trends in the internet of things. Computing Community Consortium (CCC) Technical report 29(3) (2017)

    Google Scholar 

  28. Fuchs, M., Fizek, S., Ruffino, P., Schrape, N.: Rethinking Gamification. Meson Press, Lüneburg (2015)

    Google Scholar 

  29. Georgiev, T., Georgieva, E., Smrikarov, A.: M-learning: a new stage of e-learning. In: Proceedings of the 5th International Conference on Computer Systems and Technologies, CompSysTech 2004, pp. 1–5. ACM, New York (2004). https://doi.org/10.1145/1050330.1050437

  30. Giannakas, F., Kambourakis, G., Gritzalis, S.: Cyberaware: a mobile game-based app for cybersecurity education and awareness. In: 2015 International Conference on Interactive Mobile Communication Technologies and Learning (IMCL), pp. 54–58 (2015)

    Google Scholar 

  31. de Haan, Y., Kruikemeier, S., Lecheler, S., Smit, G., van der Nat, R.: When does an infographic say more than a thousand words? Journal. Stud. 19(9), 1293–1312 (2018). https://doi.org/10.1080/1461670X.2016.1267592

    Article  Google Scholar 

  32. Heintz, S., Law, E.L.C.: Digital educational games: methodologies for evaluating the impact of game type. ACM Trans. Comput. Hum. Interact. 25(2) (2018). https://doi.org/10.1145/3177881

  33. Hendrix, M., Al-Sherbaz, A., Bloom, V.: Game based cyber security training: are serious games suitable for cyber security training? Int. J. Ser. Games 3(1), 53–61 (2016)

    Google Scholar 

  34. Huang, W., Tan, C.L.: A system for understanding imaged infographics and its applications. In: Proceedings of the 2007 ACM Symposium on Document Engineering, DocEng 2007, pp. 9–18. Association for Computing Machinery, New York (2007). https://doi.org/10.1145/1284420.1284427

  35. Hwang, G.J., Wu, P.H.: Advancements and trends in digital game-based learning research: a review of publications in selected journals from 2001 to 2010. Br. J. Educ. Technol. 43(1), E6–E10 (2012). https://doi.org/10.1111/j.1467-8535.2011.01242.x

  36. Johnson, C., Bailey, S., Buskirk, W.: Designing Effective Feedback Messages in Serious Games and Simulations: A Research Review, pp. 119–140, November 2017. https://doi.org/10.1007/978-3-319-39298-1_7

  37. Kaaz, K.J., Hoffer, A., Saeidi, M., Sarma, A., Bobba, R.B.: Understanding user perceptions of privacy, and configuration challenges in home automation. In: 2017 IEEE Symposium on Visual Languages and Human-Centric Computing (VL/HCC), pp. 297–301 (2017)

    Google Scholar 

  38. Kappen, D.L., Mirza-Babaei, P., Nacke, L.E.: Gamification through the application of motivational affordances for physical activity technology. In: Proceedings of the Annual Symposium on Computer-Human Interaction in Play, CHI PLAY 2017, pp. 5–18. ACM, New York (2017). https://doi.org/10.1145/3116595.3116604

  39. Karoui, A., Marfisi-Schottman, I., George, S.: A nested design approach for mobile learning games. In: Proceedings of the 16th World Conference on Mobile and Contextual Learning, mLearn 2017. Association for Computing Machinery, New York (2017). https://doi.org/10.1145/3136907.3136923

  40. Kay, M., Terry, M.: Textured agreements: re-envisioning electronic consent. In: Proceedings of the Sixth Symposium on Usable Privacy and Security, SOUPS 2010. Association for Computing Machinery, New York (2010). https://doi.org/10.1145/1837110.1837127

  41. Knijnenburg, B., Cherry, D.: Comics as a medium for privacy notices. In: Twelfth Symposium on Usable Privacy and Security (SOUPS 2016). USENIX Association, Denver, CO, June 2016. https://www.usenix.org/conference/soups2016/workshop-program/wfpn/presentation/knijnenburg

  42. Lankow, J., Ritchie, J., Crooks, R.: Infographics: The Power of Visual Story Telling. Wiley, Hoboken (2012)

    Google Scholar 

  43. Levie, W.H., Lentz, R.: Effects of text illustrations: a review of research. ECTJ 30(4), 195–232 (1982). https://doi.org/10.1007/BF02765184

    Article  Google Scholar 

  44. Linehan, C., Kirman, B., Lawson, S., Chan, G.: Practical, appropriate, empirically-validated guidelines for designing educational games. In: Proceedings of the SIGCHI Conference on Human Factors in Computing Systems, pp. 1979–1988 (2011)

    Google Scholar 

  45. Ling, Z., Luo, J., Xu, Y., Gao, C., Wu, K., Fu, X.: Security vulnerabilities of internet of things: a case study of the smart plug system. IEEE Internet Things J. 4(6), 1899–1909 (2017)

    Article  Google Scholar 

  46. Lyra, K.T., et al.: Infographics or graphics+text: which material is best for robust learning? In: 2016 IEEE 16th International Conference on Advanced Learning Technologies (ICALT), July 2016. https://doi.org/10.1109/icalt.2016.83

  47. Mayer, R., Bove, W., Bryman, A., Mars, R., Tapangco, L.: When less is more: meaningful learning from visual and verbal summaries of science textbook lessons. J. Educ. Psychol. 88, 64–73 (1996). https://doi.org/10.1037/0022-0663.88.1.64

    Article  Google Scholar 

  48. Mayer, R.E.: Multimedia Learning, 2 edn. Cambridge University Press, New York (2009). https://doi.org/10.1017/CBO9780511811678

  49. McAuley, E., Duncan, T., Tammen, V.V.: Psychometric properties of the intrinsic motivation inventory in a competitive sport setting: a confirmatory factor analysis. Res. Q. Exerc. Sport 60(1), 48–58 (1989)

    Article  Google Scholar 

  50. Molina, M.D., Gambino, A., Sundar, S.S.: Online privacy in public places: how do location, terms and conditions and VPN influence disclosure? In: Extended Abstracts of the 2019 CHI Conference on Human Factors in Computing Systems, CHI EA 2019. Association for Computing Machinery, New York (2019). https://doi.org/10.1145/3290607.3312932

  51. Moreno, R., Mayer, R.E.: Role of guidance, reflection, and interactivity in an agent-based multimedia game. J. Educ. Psychol. 97(1), 117 (2005)

    Article  Google Scholar 

  52. Morgner, P., Mattejat, S., Benenson, Z.: All your bulbs are belong to us: investigating the current state of security in connected lighting systems. ArXiv abs/1608.03732 (2016)

    Google Scholar 

  53. O’Rourke, E., Ballweber, C., Popovií, Z.: Hint systems may negatively impact performance in educational games. In: Proceedings of the First ACM Conference on Learning @ Scale Conference, L@S 2014, pp. 51–60. Association for Computing Machinery, New York (2014). https://doi.org/10.1145/2556325.2566248

  54. Paivio, A.: Mental Representations: A Dual Coding Approach, vol. 9. Oxford University Press, New York (1990)

    Book  Google Scholar 

  55. Papastergiou, M.: Digital game-based learning in high school computer science education: impact on educational effectiveness and student motivation. Comput. Educ. 52(1), 1–12 (2009). https://doi.org/10.1016/j.compedu.2008.06.004

    Article  Google Scholar 

  56. Park, B., Flowerday, T., Brüken, R.: Cognitive and affective effects of seductive details in multimedia learning. Comput. Hum. Behav. 44, 267–278 (2015). https://doi.org/10.1016/j.chb.2014.10.061

    Article  Google Scholar 

  57. Plass, J.L.: Handbook of Game-Based Learning. MIT Press, Cambridge (2020)

    Google Scholar 

  58. State of Play Games. Lumino City. Game [Windows], December 2014. State of Play Games, London, United Kingdom

    Google Scholar 

  59. Schiefer, M.: Smart home definition and security threats. In: 2015 Ninth International Conference on IT Security Incident Management IT Forensics, pp. 114–118 (2015)

    Google Scholar 

  60. Serge, S.R., Priest, H.A., Durlach, P.J., Johnson, C.I.: The effects of static and adaptive performance feedback in game-based training. Comput. Hum. Behav. 29(3), 1150–1158 (2013). https://doi.org/10.1016/j.chb.2012.10.007

    Article  Google Scholar 

  61. Sheng, S., et al.: Anti-phishing phil: the design and evaluation of a game that teaches people not to fall for phish. In: Proceedings of the 3rd Symposium on Usable Privacy and Security, SOUPS 2007, pp. 88–99. Association for Computing Machinery, New York (2007). https://doi.org/10.1145/1280680.1280692

  62. Shute, V.: Focus on formative feedback. Rev. Educ. Res. 78, 153–189 (2008). https://doi.org/10.3102/0034654307313795

    Article  Google Scholar 

  63. Sivaraman, V., Chan, D., Earl, D., Boreli, R.: Smart-phones attacking smart-homes. In: Proceedings of the 9th ACM Conference on Security & Privacy in Wireless and Mobile Networks, WiSec 2016, pp. 195–200. Association for Computing Machinery, New York (2016). https://doi.org/10.1145/2939918.2939925

  64. Student: The probable error of a mean. Biometrika, pp. 1–25 (1908)

    Google Scholar 

  65. ur Rehman, S., Gruhn, V.: An approach to secure smart homes in cyber-physical systems/internet-of-things. In: 2018 Fifth International Conference on Software Defined Systems (SDS), pp. 126–129 (2018)

    Google Scholar 

  66. Van Eck, R.: Building artificially intelligent learning games. In: Games and Simulations in Online Learning: Research and Development Frameworks, pp. 271–307. IGI Global (2007)

    Google Scholar 

  67. Wen, Z.A., Lin, Z., Chen, R., Andersen, E.: What.hack: engaging anti-phishing training through a role-playing phishing simulation game. In: Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems, CHI 2019. Association for Computing Machinery, New York (2019). https://doi.org/10.1145/3290605.3300338

  68. Zargham, N., Bahrini, M., Volkmar, G., Wenig, D., Sohr, K., Malaka, R.: What could go wrong? raising mobile privacy and security awareness through a decision-making game. In: Extended Abstracts of the Annual Symposium on Computer-Human Interaction in Play Companion Extended Abstracts, CHI PLAY 2019, pp. 805–812. Extended Abstracts, Association for Computing Machinery, New York (2019). https://doi.org/10.1145/3341215.3356273

  69. Zeng, E., Mare, S., Roesner, F.: End user security and privacy concerns with smart homes. In: Thirteenth Symposium on Usable Privacy and Security (SOUPS 2017), pp. 65–80. USENIX Association, Santa Clara, July 2017. https://www.usenix.org/conference/soups2017/technical-sessions/presentation/zeng

  70. Zichermann, G., Cunningham, C.: Gamification by Design: Implementing Game Mechanics in Web and Mobile Apps. O’Reilly Media Inc., Sebastopol (2011)

    Google Scholar 

Download references

Acknowledgement

This work was supported by the German Federal Ministry of Education and Research (BMBF) under the grant 16SV8503 (UsableSec@Home project).

Author information

Authors and Affiliations

Authors

Corresponding author

Correspondence to Mehrdad Bahrini .

Editor information

Editors and Affiliations

Rights and permissions

Reprints and permissions

Copyright information

© 2020 IFIP International Federation for Information Processing

About this paper

Check for updates. Verify currency and authenticity via CrossMark

Cite this paper

Bahrini, M., Zargham, N., Pfau, J., Lemke, S., Sohr, K., Malaka, R. (2020). Enhancing Game-Based Learning Through Infographics in the Context of Smart Home Security. In: Nunes, N.J., Ma, L., Wang, M., Correia, N., Pan, Z. (eds) Entertainment Computing – ICEC 2020. ICEC 2020. Lecture Notes in Computer Science(), vol 12523. Springer, Cham. https://doi.org/10.1007/978-3-030-65736-9_2

Download citation

  • DOI: https://doi.org/10.1007/978-3-030-65736-9_2

  • Published:

  • Publisher Name: Springer, Cham

  • Print ISBN: 978-3-030-65735-2

  • Online ISBN: 978-3-030-65736-9

  • eBook Packages: Computer ScienceComputer Science (R0)

Publish with us

Policies and ethics