Gamification of learning for cyber security
Advancement in technology has overall increase the quality of life with the convenience it brings, but it also exposes the vulnerability of the network to it users. This project aims to generate awareness and enrich the younger generation learning experience by developing an 2D Role Playing Game (R...
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2020
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sg-ntu-dr.10356-1387972020-05-12T11:21:48Z Gamification of learning for cyber security Tiong, Alex Jia Hui Cheng Long School of Computer Science and Engineering c.long@ntu.edu.sg Engineering::Computer science and engineering::Software::Software engineering Advancement in technology has overall increase the quality of life with the convenience it brings, but it also exposes the vulnerability of the network to it users. This project aims to generate awareness and enrich the younger generation learning experience by developing an 2D Role Playing Game (RPG). The RPG game intends to provide intuitive and interactive user interface to display information related to cyber security scenario and challenges which requires some cyber related information while delivering gameplay elements. Structuring a game around cyber related incident is a complicated task, due to the nature of how technical most incident is, which is why the scenario picked would not include Assemble language level, but mostly about conveying the message across. The project are divided into three main phases: i) browsing through past incident and figuring how it can be incorporated into an gaming aspect while retaining its message; ii) designing the backend which are the functional requirements of the application; iii) designing the frontend where the user is able to interact with the world and perform task. The application is developed with Agile Software Development and Observer Pattern to produce a flexible and extendable application. Bachelor of Engineering (Computer Engineering) 2020-05-12T11:21:48Z 2020-05-12T11:21:48Z 2020 Final Year Project (FYP) https://hdl.handle.net/10356/138797 en SCSE19-0031 application/pdf Nanyang Technological University |
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Engineering::Computer science and engineering::Software::Software engineering Tiong, Alex Jia Hui Gamification of learning for cyber security |
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Advancement in technology has overall increase the quality of life with the convenience it brings, but it also exposes the vulnerability of the network to it users.
This project aims to generate awareness and enrich the younger generation learning experience by developing an 2D Role Playing Game (RPG). The RPG game intends to provide intuitive and interactive user interface to display information related to cyber security scenario and challenges which requires some cyber related information while delivering gameplay elements. Structuring a game around cyber related incident is a complicated task, due to the nature of how technical most incident is, which is why the scenario picked would not include Assemble language level, but mostly about conveying the message across.
The project are divided into three main phases: i) browsing through past incident and figuring how it can be incorporated into an gaming aspect while retaining its message; ii) designing the backend which are the functional requirements of the application; iii) designing the frontend where the user is able to interact with the world and perform task. The application is developed with Agile Software Development and Observer Pattern to produce a flexible and extendable application. |
author2 |
Cheng Long |
author_facet |
Cheng Long Tiong, Alex Jia Hui |
format |
Final Year Project |
author |
Tiong, Alex Jia Hui |
author_sort |
Tiong, Alex Jia Hui |
title |
Gamification of learning for cyber security |
title_short |
Gamification of learning for cyber security |
title_full |
Gamification of learning for cyber security |
title_fullStr |
Gamification of learning for cyber security |
title_full_unstemmed |
Gamification of learning for cyber security |
title_sort |
gamification of learning for cyber security |
publisher |
Nanyang Technological University |
publishDate |
2020 |
url |
https://hdl.handle.net/10356/138797 |
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1681056819506577408 |