Project

The more connected we are, the more vulnerable we are to malicious cyber activity. To deal with this growing threat, we need to work together at every stage.


Security is an essential part of digital education. The COVID-19 era has increased the need for protection as more and more attacks lead to increasing external costs associated with hyperconnectivity. To provide high-quality, inclusive digital education during the COVID-19 pandemic and beyond, we must ensure that all participants use digital technology in a safe and responsible manner.


Transferring the large amount of knowledge that is required to ensure comprehensive digital security by changing user behavior is a challenge in a traditional educational environment.

This is where our CYBER4SCHOOLS project proposal fills a gap. With the proposed cyber game and related teaching and training materials, tracks and kits for
online courses on cyber security and game application will be:

 

  • creating a motivational learning environment to help high school students achieve the vast amount of knowledge needed to successfully play the game
    and to be responsible of the digital space;
  • provide a teaching methodology that ensures high (>75%) knowledge retention through engaged learning by doing;
  • help students internalize the negative consequences and externalities of their digital activities and reflect on their false sense of invincibility in the digital domain;
  • help students develop new skills, i.e. problem-solving and creative abilities.