Operational message
There are currently operational disruptions. Troubleshooting is in progress.
Change search
CiteExportLink to record
Permanent link

Direct link
Cite
Citation style
  • apa
  • ieee
  • modern-language-association-8th-edition
  • vancouver
  • Other style
More styles
Language
  • de-DE
  • en-GB
  • en-US
  • fi-FI
  • nn-NO
  • nn-NB
  • sv-SE
  • Other locale
More languages
Output format
  • html
  • text
  • asciidoc
  • rtf
Förbättra digital säkerhetsutbildning med hjälp av gamification
Blekinge Institute of Technology, Faculty of Computing, Department of Technology and Aesthetics.
2025 (Swedish)Independent thesis Basic level (university diploma), 10 credits / 15 HE creditsStudent thesis
Abstract [sv]

Artikelns syfte är att utforska hur en gamifierad mobilapplikation kan förbättra utbildningen om digital säkerhet för barn i åldrarna 10–14 år. En prototyp skapades baserad på tidigare forskning om hur cybersäkerhet lärs ut idag, gamifiering och dess inverkan på lärande och scaffolding. Den baserades också på en inledande enkätundersökning genomförd på vuxna (n=6) för att undersöka deras kunskaper om cybersäkerhetsrisker och barns tidigare kunskaper om digital säkerhet. Prototypen testades på föräldrar/vårdnadshavare eller lärare och barn från målgruppen med fokus på användbarhet, gamifierade element och underhållningsfaktor. Resultaten bekräftar att gamifiering kan öka motivation och engagemang i komplexa ämnen som digital säkerhet, vilket överensstämmer med tidigare forskning om gamifiering.

Abstract [en]

The article’s purpose is to explore how a gamified mobile application can improve education about digital safety for children aged 10–14. A prototype was created based on prior research about how cybersecurity is currently taught, gamification and its impact on learning and scaffolding. It was also based on an initial survey conducted on adults (n=6) to explore their knowledge on cybersecurity risks and children’s previous knowledge about digital safety. The prototype was tested on parents/guardians or teachers and children from the target group focusing on usability, gamified elements and entertainment factor. The results confirms that gamification can increase motivation and engagement with complex topics as digital safety, which aligns with previous research on gamification.

Place, publisher, year, edition, pages
2025. , p. 8
Keywords [en]
children, cybersecurity, digital competence, digital safety, gamification, motivation, scaffolding
Keywords [sv]
barn, cybersäkerhet, digital kompetens, digital säkerhet, gamification, motivation, scaffolding
National Category
Media and Communication Studies
Identifiers
URN: urn:nbn:se:bth-27925OAI: oai:DiVA.org:bth-27925DiVA, id: diva2:1962218
Subject / course
ME1649 Diploma project in Digital Learning
Educational program
MEGUL Design of Digital Experiences for Learning
Supervisors
Examiners
Available from: 2025-06-19 Created: 2025-05-28 Last updated: 2025-09-30Bibliographically approved

Open Access in DiVA

fulltext(824 kB)24 downloads
File information
File name FULLTEXT01.pdfFile size 824 kBChecksum SHA-512
94363e903387812848d15dde2355bec9d41d657bd6d3b85397cbe67e8347758f97b88f3662e79e1cb19593dbf2d14bd7e9a37ce56dfe8d6ade08c6c2c67fb3a3
Type fulltextMimetype application/pdf

By organisation
Department of Technology and Aesthetics
Media and Communication Studies

Search outside of DiVA

GoogleGoogle Scholar
Total: 27 downloads
The number of downloads is the sum of all downloads of full texts. It may include eg previous versions that are now no longer available

urn-nbn

Altmetric score

urn-nbn
Total: 87 hits
CiteExportLink to record
Permanent link

Direct link
Cite
Citation style
  • apa
  • ieee
  • modern-language-association-8th-edition
  • vancouver
  • Other style
More styles
Language
  • de-DE
  • en-GB
  • en-US
  • fi-FI
  • nn-NO
  • nn-NB
  • sv-SE
  • Other locale
More languages
Output format
  • html
  • text
  • asciidoc
  • rtf