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Towards Personalized Game-Based Learning in Anti-Phishing Education

IEEE International Conference on Advanced Learning Technologies (ICALT)

Abstract

As anti-phishing games emerge as a scalable, motivational and effective approach to anti-phishing education for non-professional end-users, problems arise due to the missing relevance of a games' content and context. If a game presents examples unknown or without relevance to the user, the learning potential is limited as users have no point of reference. To provide more meaningful, relevant game content to users, we propose a personalization pipeline for data collection, content generation and delivery for anti-phishing learning games.

Authors 4

  1. RWTH Aachen University

    Affiliation as printed

    Learning Technologies Research Group, RWTH Aachen University, Aachen, Germany

  2. RWTH Aachen University

    Affiliation as printed

    Learning Technologies Research Group, RWTH Aachen University, Aachen, Germany

  3. RWTH Aachen University

    Affiliation as printed

    Research Group IT-Security, RWTH Aachen University, Aachen, Germany

  4. RWTH Aachen University

    Affiliation as printed

    Research Group IT-Security, RWTH Aachen University, Aachen, Germany

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References 8

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