Cyber Awareness Learning Imitation Environment (CALIE): A Card Game to provide Cyber Security Awareness for Various Group of Practitioners

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Bibliografski detalji
Izdano u:International Journal of Advanced Networking and Applications vol. 14, no. 2 (Sep/Oct 2022), p. 5334
Glavni autor: Priya, P Mohana
Daljnji autori: Ranganathan, Abhijit
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Eswar Publications
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100 1 |a Priya, P Mohana  |u Department of Information Technology, SASTRA Deemed University, Thanjavur - 613 401 
245 1 |a Cyber Awareness Learning Imitation Environment (CALIE): A Card Game to provide Cyber Security Awareness for Various Group of Practitioners 
260 |b Eswar Publications  |c Sep/Oct 2022 
513 |a Journal Article 
520 3 |a Cyber attacks produced a massive impact for all online users, interrupted intended users internet services, financial losses, business interruptions for a large-scale industry. A proper cyber security education is must for the employees of an organization. The management prefers active based learning environment to train all non-IT and non-professionals working in an organization. This research work concentrates on development of gaming platform in both local host and in an online mode as a videogame for cyber security education. With this regard, Cyber Awareness Learning Imitation Environment - a card deck gaming environment is proposed where attackers can choose the attack cards to learn various cyber-attacks, defense cards are used for providing the suitable defense mechanism, Instruction card- to be used for learning about how to generate cyber-attacks and recent incident card used to train the players with recent incidents of various cyber-attacks discussed such as malware attack, phishing attack, password attack, Man-in-the-Middle attack, Structured Query Language injection attack, denial of service attack, insider threats, crypto jacking, zero-day exploit and watering hole attack. Questionnaire based feedback report is collected from the players to analyze their understanding about various cyber-attacks. 
653 |a Active learning 
653 |a Learning 
653 |a Infrastructure 
653 |a Network security 
653 |a Assaults 
653 |a Card games 
653 |a Education 
653 |a Players 
653 |a Employees 
653 |a Malware 
653 |a Phishing 
653 |a Defense mechanisms 
653 |a Denial of service attacks 
653 |a Data encryption 
653 |a Structured Query Language-SQL 
653 |a Security programs 
653 |a Internet of Things 
653 |a Computer & video games 
653 |a Query languages 
653 |a Cybercrime 
653 |a Cybersecurity 
700 1 |a Ranganathan, Abhijit  |u Department of Computer Science, SASTRA Deemed University, Thanjavur - 613 401 
773 0 |t International Journal of Advanced Networking and Applications  |g vol. 14, no. 2 (Sep/Oct 2022), p. 5334 
786 0 |d ProQuest  |t Advanced Technologies & Aerospace Database 
856 4 1 |3 Citation/Abstract  |u https://www.proquest.com/docview/2734720451/abstract/embedded/ZKJTFFSVAI7CB62C?source=fedsrch 
856 4 0 |3 Full Text  |u https://www.proquest.com/docview/2734720451/fulltext/embedded/ZKJTFFSVAI7CB62C?source=fedsrch 
856 4 0 |3 Full Text - PDF  |u https://www.proquest.com/docview/2734720451/fulltextPDF/embedded/ZKJTFFSVAI7CB62C?source=fedsrch