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Play It Safe: An Educational Cyber Safety Game for

Children in Elementary School


Bushra Tasnim Zahed Gregory White John Quarles
Computer Science Computer Science Computer Science
University of Texas at San Antonio University of Texas at San Antonio University of Texas at San Antonio
San Antonio, USA San Antonio, USA San Antonio, USA
BushraTasnim.Zahed@utsa.edu Greg.White@utsa.edu John.Quarles@utsa.edu

Abstract—The objective of this research is to measure the thoroughly engage in learning by meaningful narratives and
effectiveness of a game-based learning approach for cyber safety game-play activities defined in the game context.
education for children in elementary school. To date, few cyber Based on the literature review of existing work, educational
safety games have been developed and evaluated for elementary games for teaching cyber safety are mostly focused on older
school children. To address this gap in knowledge, we developed a
novel cyber safety computer game and conducted a study with
groups of children - teenagers. There have been many games
elementary school children ranging from age 7 to 10 (n=49). developed for cyber safety education, but few of these have
Children were taught concepts of cyber safety through either our been formally evaluated for learning effectiveness and even
plain TEXT, our interactive E-LEARNING website, or our fewer are targeted towards elementary school children. For
GAME. Knowledge increased significantly more in the group that example, many games for security education have focused on
played the game, indicating that elementary school children can educating high school students or adult security professionals.
learn about the concepts of cyber safety more effectively through One of the most well-known games to date for teaching security
a game-based learning approach compared to traditional text concepts is CyberCIEGE [3]. This game is a resource-
and/or e-Learning based approaches. management simulation game used as a training tool by
agencies of the US government, universities and community
Keywords—cyber safety education, game-based learning,
elementary school, computer game, computer human interaction
colleges. Players purchase and configure computers and
network devices while protecting assets from a variety of
I. INTRODUCTION attacks. While this approach has been successful, the players
Educational games have made significant learning outcome need to have a level of knowledge of the domain area for all the
improvements in traditional Science, Technology, Engineering, simulation-style games. Attack and defense-based games for
and Mathematics (STEM) fields in general, but there has been teaching security concepts assume a level of understanding of
relatively little research into game-based learning in the STEM computers and security terminology that is beyond most
sub-field of cyber safety. Specifically, the effect of cyber safety computer users. At the other end of the spectrum, several less
games on children in elementary school has been minimally formal games use security vocabulary, without necessarily
investigated. For example, some existing cyber safety games addressing behavior at all. For example, targeted towards high
encourage the players to role-play as hackers in a simulated school students, Control-Alt-Hack [4] is a card game with a
network and compete to control the network [1]. These games security theme, but it does not directly provide hands on
cover more complex and advanced topics of network offense security training. It is intended to be used to bootstrap a more
and defense but lack common social engineering aspects of focused educational activity. A recent study was conducted to
security and online safety issues that are relevant to elementary teach cyber safety concepts to high school students with a
school children, such as cyberbullying, building strong computer game called SecurityEmpire [5]. The game involves
passwords etc. Learning about the most common dangers online building a green energy company while engaging in sound
and acting to protect ourselves is the first step in making the information assurance practices and avoiding security missteps.
Internet a safer place and promoting cyber safety education. The network security board game [d0x3d!] aims to reach a
Towards this goal, we evaluate the effectiveness of a novel diverse audience (including high school students), but is limited
educational cyber safety computer game for elementary school
to four players per game, and places those players in
children.
cooperative network hacking roles [1]. Players work together
II. BACKGROUND as a skilled team of hackers, infiltrating a network, stealing
digital assets and escaping from the network before getting
A. Games for Cyber Safety Education caught by the network administrators. Even though the game is
Game-based learning (GBL) is an innovative teaching fun, the strategic elements of the game do not directly
approach that reinforces development and learning through demonstrate security risks that can occur during web-based
game-play [2]. The games include card, board and video games activities nor do they demonstrate the need to perform safe
etc. Many researchers now believe that GBL can better security practices. Another characteristic lacking in earlier
influence present day entertainment-driven learners to more games is whether the students can play the game without
This work was supported by a grant from the National Science Foundation
(DGE-1419367).

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978-1-7281-4540-2/19/$31.00 ©2019 IEEE
learning anything about the subject it was designed to teach.
Games such as Cyberbully Zombies and Tad’s Profile Panic
can be played without the student learning anything about
cyberbullying or security [6].
III. HYPOTHESES
Previous work has demonstrated the effectiveness of GBL
in general [7]. Thus, our expectation was that GBL would be
effective for teaching cyber safety to children ages 7-10. Based
on this motivation, we have developed the following Fig. 1. Cyber safety facts on a correct match
hypotheses.
In Fig. 1 we see cyber safety facts upon cards are correctly
H1: Participants’ cyber safety pre to post test scores will matched. The screenshots are taken from a quest in level 1 where
increase in TEXT, E-LEARNING, and GAME groups. players need to match blocks from memory to get clues that will
tell them what to do when password is hacked.
H2: Participants who are in the GAME condition will In level 2 (Fig. 2), the players need to find clues from hidden
improve their cyber safety test scores more than participants in objects in the room. After clicking the brown bag, players know
the TEXT and E-LEARNING conditions. what objects they need to look for.
IV. METHODS
A. Design
We have followed a quantitative quasi-experimental
research approach with a between subjects’ study design to
address the research question, can interactive game-based
learning be more effective than common approaches (e.g. text,
interactive e-Learning) for cyber safety education for ages 7 to
10 years old? We randomly assigned each participant to one of
three groups: TEXT, E-LEARNING or GAME. A pretest and
posttest was given to assess learning. In the following sections, Fig. 2. Hidden object game quest
we will provide the overview of the study conditions and how
we conducted the study to address this research question. In level 3, the players are asked to choose between the
options whether they should plug the pen-drive to pc/laptop to
B. Materials check for missing files or they should scan the pen-drive with
1) Game: The GAME condition was developed in the antivirus software before checking for files. Based on the
Unity3D game engine using the C# programming language. In choices they make; the players get in-game feedback and the
our study, it was played on a laptop with Microsoft Windows. score gets updated respectively as well. Level 3 continues with
The concepts and examples are covered by means of a digital interactive creation of strong passwords. Levels 4 and 5
story-telling technique to play out common social engineering progress the story and reinforce cyber safety concepts with
scenarios in a school-goer’s perspective. Specifically, the game additional hidden object gameplay and narratives.
revolves around two school-going sisters, solving different
security problems they encounter in their day to day lives. The 2) Text: The TEXT condition consisted of a handout about
conversations between the main characters allow players to cyber safety and was developed to be like what may be found
engage in the ongoing story and understand their current in a text book for this age group. The handout was written by
objectives in the game. the same elementary school teacher of cyber safety that
participated in the game design. It contained the same core
The player plays mini games to find clues to help the game cyber safety information as the GAME group but was presented
characters solve security problems. The clues in each quest are in text. The handout had 429 words total and was written
meant to deliver knowledge about cyber safety related concepts specifically for the 7-10 years age range. For an example of the
by means of game activities and feedback. The in-game text in the handout, here is the first paragraph:
feedback is provided before advancing to the next quest. As the “Have you ever wondered what exactly cyber safety is?
players advance in the game they earn or lose points from their Well it means the different types of technology, processes
score based on the correctness of choices they make in the game.
and practices designed to protect networks, computers,
The score system and in-game feedback for each quest are
programs and data from attack, damage or unauthorized
intended to keep the player engaged to continue playing.
access. Just like there are criminals who steal items or
money, there are criminals online trying to get access to
your information by cracking or trying to break into a

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program or network. One way to avoid cybercriminals is E. Metrics
by creating a strong password.” Cyber safety knowledge questionnaire: This was a test with
34 multiple choice questions to assess cyber safety knowledge
3) E-Learning: E-LEARNING covers the same topics of in all TEXT, GAME and E-LEARNING. The maximum score
TEXT and GAME conditions, but in an interactive, multimedia possible was 34*5 = 170. Each question has five options in the
manner using text and video content. It also contained the same
answer set to choose from. Some questions may have multiple
core cyber safety information as the GAME and TEXT groups
correct answers. As a result, we have considered 5 points for
but was presented in a typical e-learning tutorial on a website,
each question to allow partial credit if necessary. This test was
where students need to log in and finish it topic by topic to
100% completion to obtain the cyber safety knowledge. Users created by the local elementary school teacher who participated
can follow up with their overall progress and get hints until they in the design process of the GAME.
get to the correct answers. The interactive lessons are evaluated V. RESULTS
by fill in the blanks, text matching, true/ false (Fig. 3), multiple
choice, and short answer questions. A Shapiro-Wilk test determined the distributions of data
were normal. Thus, we ran one-way ANOVA followed by post
hoc t-tests with Bonferroni correction for three comparisons.
Alpha = .05 because we are reporting the corrected p values.
A. Cyber Safety Knowledge Questionnaire

TABLE I. DESCRIPTIVE STATISTICS FOR THE CYBER SAFETY KNOWLEDGE


QUESTIONNAIRE
Descriptive Statistics
Group
Pretest Std err Posttest Std err

TEXT 125.17 5.58 130.82 5.51

GAME 127.15 4.45 148.73 6.91

E-LEARNING 110.56 4.57 120 5.14

Fig. 3. The true/ false evaluation for E-Learning content Descriptive statistics are shown in Fig. 4 and Table 1.
1) Group Comparisons
C. Population and Environment
We contacted local schools and recruited 49 elementary
school children age ranging from 7 to 10 years with similar
socio-economic background. Also, most of them were of
Hispanic ethnicity. Based on a recruitment survey, they all had
similar exposure to digital technology like computers, laptops,
mobile devices and internet access. The common activities they
engaged themselves with technology are playing games,
watching videos and studying. All participants had sufficient
reading levels to participate. The study took place in a quiet
class room setting. One participant was in the room at a time.
D. Procedure
Prior to the study, parents of participants signed and Fig. 4. Means of pretest and posttest of the TEXT, GAME and E-LEARNING
informed consent form. As the first step of the study, conditons. Standard error whiskers are shown.
participants took a pretest to assess their baseline knowledge of
cyber safety. In the second step, each participant was randomly The pretest means of TEXT, GAME, and E-LEARNING were
assigned to either the group GAME, E-LEARNING, or TEXT. not significantly different per a one-way ANOVA. Thus, we
In the third step, participants in the GAME group played our assume they had a similar baseline (Table 1). With one-way
computer game, participants in the E-LEARNING group ANOVA, we found a significant effect of Group on knowledge
interacted with the e-learning site, and participants in the change (posttest score – pretest score) (F (2,46) =5.24, p=.0089,
control group read through a text-based cyber safety handout, 2=0.19) as shown in (Fig. 4). For post hoc comparisons, we
which covered the same topics as the GAME and E- used independent samples t-tests with Bonferroni correction.
LEARNING conditions. All conditions took the same time for TEXT vs GAME: With an independent samples t test, we found
the intervention - 15 minutes. In the fourth step, participants a significant effect for group (t (26) = 3.07, p = 0.01, r = .52)
took a posttest, identical to the pretest. with GAME outperforming TEXT. TEXT vs E-LEARNING:
With an independent samples t test, we found no significant

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effect for group (t (36) = .82, p > .05, r = .13). E-LEARNING difference in the engagement of the research participants
vs GAME: With an independent samples t test, we found a towards the cyber safety content. The GAME group appeared
significant effect for group (t (35) = 2.58, p = 0.04, r = .4) with more interested and paid more attention to the content as they
GAME outperforming E-LEARNING. were interacting with GAME components than TEXT or E-
LEARNING. Based on the evidence from previous work [11],
2) Pretest vs Posttest within each group gameplay must be supported with appropriate feedback to
TEXT: With a paired samples t test, we found a significant influence motivation and learning in GBL environments. We
effect for test (t (13) = 2.64, p = 0.01, Pearson’s r = .58) with expect that this is the primary reason for seeing the significant
the average post-test score being higher than the pre-test. E- increase in knowledge of GAME as compared to E-
LEARNING: With a paired samples t test, we found a LEARNING and TEXT.
significant effect for test (t (21) = 3.1, p = .003, Pearson’s r =
.56) with the average post-test score being higher than the pre- VII. CONCLUSION
test. GAME: With a paired samples t test, we found a There has been minimal previous research into the
significant effect for test (t (12) = 4.74, p < 0.001, Pearson’s r effectiveness of cyber safety computer games for children
= .81) with the average post-test score > the pre-test. below the age of high school. To address this gap in knowledge,
we present the design and evaluation of a novel computer game
VI. DISCUSSION for cyber safety education. Results suggest that GBL is more
Some of the cyber safety learning objectives may seem effective than both a traditional text-based approach and an
somewhat trivial, but this is not trivial for children. For interactive e-Learning approach for delivering knowledge
example, one of our intentions is to teach the children different about concepts of cyber safety to children ages 7-10. We hope
terminologies for the same device so that they are aware of the that this work motivates researchers, developers, and teachers
safety features and treat them with the same security measures. to create more cyber safety educational games for this age
When a child does not know that ‘USB drive’ and ‘pen drive’ group.
words mean the same thing, the child may assume that a USB
drive needs to be password protected and a pen-drive does not. ACKNOWLEDGMENTS
We have presented such cyber safety knowledge by means of a The authors would like to thank the participants, their
story and quests in the game. parents, and their teacher.

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