DIGITAL LIBRARY
NEW APPROACH IN CYBERSECURITY EDUCATION – INTRODUCING NEW PRACTICES AND INNOVATIONS
Jozef Stefan Institute (SLOVENIA)
About this paper:
Appears in: EDULEARN21 Proceedings
Publication year: 2021
Pages: 6619-6626
ISBN: 978-84-09-31267-2
ISSN: 2340-1117
doi: 10.21125/edulearn.2021.1340
Conference name: 13th International Conference on Education and New Learning Technologies
Dates: 5-6 July, 2021
Location: Online Conference
Abstract:
Cyber-security has increasingly been in the news headlines in recent years, generally due to spectacular breaches of various information systems, including airlines, health organizations, credit agencies, administrations, financial institutions, telecoms and many others. Until recently, cyber-security was viewed as an ICT challenge, rather than a business risk. From being mainly a problem for ICT professionals, cyber-security has today become an acknowledged business risk. This finding is now driving long-term changes in the approach to how cyber-security risk should be managed and by whom. Cyber-security should be viewed as an emerging meta-discipline that is not simply academic, because the content of existing HEI programmes in EU are focused mainly on the traditional cyber-security topics, and modern learning methodology has been left behind. This has an effect on the actions undertaken to change the cybersecurity education regarding the topics and the applied learning technology. This paper discusses the new approach that is prepared within the European educational ecosystem with aim to provide innovative approach in teaching cybersecurity and to answer to the needs of the labour market skills from cybersecurity in EU which are missing. The paper will provide assessment of the current ecosystem, prepared approaches and recommendation. The paper will focus as well to the usage of the serious games dedicated to the cybersecurity area which are missing on the market and within the education as well. Special attention will be paid to their capabilities and the covered topics as well to the impact that they will have in building the required skills and knowledge.
Keywords:
Cyber-security, Game-based learning, Serious Games, Internet, e-learning.