Author

  • Zamlina binti Abdullah

    • Faculty of Computer and Mathematical Sciences, Universiti Teknologi MARA, Cawangan Melaka, Kampus Jasin, Melaka, Malaysia
    • Malaysia
  • Nurazian binti Mior Dahlan

    • Faculty of Computer and Mathematical Sciences, Universiti Teknologi MARA, Cawangan Melaka, Kampus Jasin, Melaka, Malaysia
    • Malaysia
  • Azlin binti Dahlan

    • Faculty of Computer and Mathematical Sciences, Universiti Teknologi MARA, Cawangan Melaka, Kampus Jasin, Melaka, Malaysia
    • Malaysia
  • Ahmad Faris Irfan bin

    • Faculty of Computer and Mathematical Sciences, Universiti Teknologi MARA, Cawangan Melaka, Kampus Jasin, Melaka, Malaysia
    • Malaysia
  • Ahmad Samsul Arifin

    • Faculty of Computer and Mathematical Sciences, Universiti Teknologi MARA, Cawangan Melaka, Kampus Jasin, Melaka, Malaysia
    • Malaysia

Abstract

The increasing digitalization in modern society has many positive effects on communication, business, education, banking and many more. Many individuals use their smartphones, tablets and laptops regularly and appear to believe the Internet to be a secure environment. However, it has also made people more vulnerable to a variety of cybersecurity risks. The rise in cyberattacks raises serious concerns about the lack of basic knowledge and awareness regarding cyber threats such as phishing, malware and password attacks. These cyber-threats can become dangerous for users as they can even cause identity theft and loss of money. The problem arises because lack of awareness of cybersecurity on personal data protection, a lack not a good understanding of how to protect the data, and a lack of knowledge to prevent cyber threats. Thus, this project proposes game-based learning to provide awareness and educate especially the youth on cybersecurity and personal data protection in a fun and effective way. The knowledge gained from the game can be applied to reduce the risks of cybercrimes. Agile methodology has been chosen for this project and has five phases which are requirement, design, development, testing, deployment and review. The enjoyment level of the game is evaluated by using an adaptation of the E-Game Flow Model including concentration, goal clarity, feedback, challenge, autonomy, immersion and knowledge improvement. Findings of enjoyment evaluation showed that the game receives an 82% level of agreeability by the game users. The game increases awareness among game users about cybersecurity. Future work for this game includes adding more levels into the game, covering other cyber threats and enhancing mobile devices.

Keywords

References

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How to Cite

Abdullah, Z., Mior Dahlan, N., Dahlan, A., bin, A. F. I., & Arifin, A. S. (2023). Cybersecurity Awareness on Personal Data Protection Using Game-Based Learning. Information Management and Business Review, 15(3(I), 497-503. https://doi.org/10.22610/imbr.v15i3(I).3559

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Section

Research Paper

Published

2023-10-08

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