Gamification Design as Learning Media to Motivate Students to Increase Cyber Security Awareness towards Phishing
Author:
Affiliation:
1. Politeknik Siber dan Sandi Negara,Cybersecurity Engineering,Bogor,Indonesia
2. Politeknik Siber dan Sandi Negara,Cryptography Engineering,Bogor,Indonesia
Publisher
IEEE
Link
http://xplorestaging.ieee.org/ielx7/10348961/10348616/10349069.pdf?arnumber=10349069
Reference19 articles.
1. A survey of phishing attacks: Their types, vectors and technical approaches
2. Phishing E-mail Reports and Phishing Site Trends 4 BrandDomain Pairs Measurement 5 Brands & Legitimate Entities Hijacked by Email Phishing Attacks 6 Use of Domain Names for Phishing 7-9 Phishing and Identity Theft in Brazil 10-11 Most Targeted Industry Sectors 12 APWG Phishing Trends Phishing Activity Trends Report,2021
3. PHISHY - A Serious Game to Train Enterprise Users on Phishing Awareness
4. Profil Internet Indonesia 2022,2022
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1. Design of a Technological Platform for Teaching Children's Musical Initiation Using Gamification;2024 4th Interdisciplinary Conference on Electrics and Computer (INTCEC);2024-06-11
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