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dc.contributor.authorAsk, Torvald Fossåen
dc.contributor.authorKnox, Benjamin James
dc.contributor.authorLugo, Ricardo Gregorio
dc.contributor.authorHoffmann, Lukas
dc.contributor.authorSütterlin, Stefan
dc.date.accessioned2023-11-01T08:24:19Z
dc.date.available2023-11-01T08:24:19Z
dc.date.created2023-05-31T12:52:16Z
dc.date.issued2023
dc.identifier.citationFrontiers in Education. 2023, 8, Artikkel 988043.en_US
dc.identifier.issn2504-284X
dc.identifier.urihttps://hdl.handle.net/11250/3099905
dc.description.abstractIn cyber threat situations, the establishment of a shared situational awareness as a basis for cyber defense decision-making results from adequate communication of a Recognized Cyber Picture (RCP). RCPs consist of actively selected information and have the goal of accurately presenting the severity and potential consequences of the situation. RCPs must be communicated between individuals, but also between organizations, and often from technical to non-/less technical personnel. The communication of RCPs is subject to many challenges that may affect the transfer of critical information between individuals. There are currently no common best practices for training communication for shared situational awareness among cyber defense personnel. The Orient, Locate, Bridge (OLB) model is a pedagogic tool to improve communication between individuals during a cyber threat situation. According to the model, an individual must apply meta-cognitive awareness (O), perspective taking (L), and communication skills (B) to successfully communicate the RCP. Gamification (applying game elements to non-game contexts) has shown promise as an approach to learning. We propose a novel OLB-based Gamification design to improve dyadic communication for shared situational awareness among (technical and non-technical) individuals during a cyber threat situation. The design includes the Gamification elements of narrative, scoring, feedback, and judgment of self. The proposed concept contributes to the educational development of cyber operators from both military and civilian organizations responsible for defending and securing digital infrastructure. This is achieved by combining the elements of a novel communication model with Gamification in a context in urgent need for educational input.en_US
dc.language.isoengen_US
dc.publisherFrontiers Media S.A.en_US
dc.relation.urihttps://www.frontiersin.org/articles/10.3389/feduc.2023.988043/full
dc.rightsNavngivelse 4.0 Internasjonal*
dc.rights.urihttp://creativecommons.org/licenses/by/4.0/deed.no*
dc.subjectgamificationen_US
dc.subjectcyber defense educationen_US
dc.subjectshared situational awarenessen_US
dc.subjectcognitive cyber warfareen_US
dc.subjectsociotechnical communicationen_US
dc.subjectneuroergonomicsen_US
dc.titleGamification as a neuroergonomic approach to improving interpersonal situational awareness in cyber defenseen_US
dc.typePeer revieweden_US
dc.typeJournal articleen_US
dc.description.versionpublishedVersionen_US
dc.rights.holder© 2023 Ask, Knox, Lugo, Hoffmann and Sütterlin.en_US
dc.subject.nsiVDP::Samfunnsvitenskap: 200::Pedagogiske fag: 280en_US
dc.source.volume8en_US
dc.source.journalFrontiers in Educationen_US
dc.identifier.doi10.3389/feduc.2023.988043
dc.identifier.cristin2150417
dc.relation.projectNorges forskningsråd: 302941en_US
dc.source.articlenumber988043en_US
cristin.ispublishedtrue
cristin.fulltextoriginal
cristin.qualitycode1


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