CyberGuard chronicles: design, implementation, and assessment of a game-based platform for cybersecurity awareness in Bangladesh
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BRAC University
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Abstract
The online world is being bombarded with information that users need to be aware
of, and in developing nations such as Bangladesh, high levels of social media exposure
can become deadly and pose online safety threats to users with little experience in
internet safety and navigation. In this context, target age groups of young internet
users (10-16 years) and older age groups (45+ years) can be vulnerable to internet
security threats, as they have frequent presence on the internet and have a limited
understanding of it. This thesis uses a human-centred design (HCD) approach to
design, assess, and implement a gamified platform for basic cybersecurity training
and enhance the human-computer interaction for safer usage and navigation on the
internet. The platform was developed using the Bangladeshi context in particular.
To identify the risks and potential hazards, initially, semi-structured interviews
(n=63) were held with the selected age groups. Moreover, the results from the interviews
were used to identify the loopholes and the preferred method to combat
the situation. The interviews were used to highlight the major risky areas, such as
safe usage of passwords or password hygiene (PH), potential hazards of phishing,
etc. The result also backed up the gamified approach with a major acceptance from
the young participants. However, 68.57% of older participants preferred secondary
methods like classroom or seminars. Based on these findings, a role-playing game
(RPG) was developed in Unity engine to implement the gamification technology
and help simulate and navigate real cyber threats. To make the approach more
concrete, the RPG was then compared to a traditional lesson in a controlled study
environment(n=96), in the case of the young participants’ age group, as the older
participants were reluctant to the gamified intervention. The results concluded that
gamified technology had better learning gains and higher engagement for the young
participants. The theoretical contributions of this work include a HCD-informed
needs assessment for cybersecurity education at a foundational level in Bangladesh,
a context-informed RPG solution, and empirical proof that game-based learning
can achieve better results for younger learners. Moreover, our work suggests further
implications in the national curriculum to enhance cybersecurity awareness and
promote best practices.
Description
Cataloged from PDF version of thesis.
Includes bibliographical references (pages 89-93).
This thesis is submitted in partial fulfillment of the requirements for the degree of Bachelor of Science in Computer Science, 2025.
Includes bibliographical references (pages 89-93).
This thesis is submitted in partial fulfillment of the requirements for the degree of Bachelor of Science in Computer Science, 2025.
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Thesis