Internet phishing attack is increasing and causing enormous economic loss in recent years. The network security literacy learning for educating students to defense phishing attack becomes more important. However, with the growing of attacking tricks, the anti-phishing knowledge is continuously increasing. The traditional learning platform with antiphishing technical documents is not sufficient for students to prevent the phishing attacks. To transform the continuously increasing anti-phishing knowledge to learning materials, the Bloom's taxonomy of cognitive domain was used to classify anti-phishing knowledge into different levels of learning skills. Since traditional anti-phishing documents are difficult to read for students, the Anti-phishing Education Game was developed to provide an interactive narrative learning environment for learning by doing. Thus, the game missions can be adaptively provided to students based on their learning achievements and engage students' attention. The experimental result shows that students have significant progress in identifying phishing page and high learning motivation by using our approach.
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