2019
DOI: 10.1007/978-3-030-34350-7_22
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Cyber Chronix, Participatory Research Approach to Develop and Evaluate a Storytelling Game on Personal Data Protection Rights and Privacy Risks

Abstract: This paper describes the participatory approach chosen to develop and evaluate a new serious game called Cyber Chronix developed in the format of a digital comic strip with storytelling branches. The aim of the story entitled "Finding Data" is to raise awareness about the privacy risks and the data protection rights in the new European Union (EU) General Data Protection Regulation (GDPR), whilst delivering a pleasant and enjoyable experience. In the evaluation phase, students acted as assessors with the assign… Show more

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Cited by 5 publications
(4 citation statements)
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References 7 publications
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“…In the specialized literature, risks are found under various dimensions, but for our research, we considered four categories as essential in digital pedagogy. The most relevant risks for our analysis are as follows: SER (Di Gioia et al. , 2019; Baeva, 2021; Crepax et al.…”
Section: Methodsmentioning
confidence: 99%
See 1 more Smart Citation
“…In the specialized literature, risks are found under various dimensions, but for our research, we considered four categories as essential in digital pedagogy. The most relevant risks for our analysis are as follows: SER (Di Gioia et al. , 2019; Baeva, 2021; Crepax et al.…”
Section: Methodsmentioning
confidence: 99%
“…In the specialized literature, risks are found under various dimensions, but for our research, we considered four categories as essential in digital pedagogy. The most relevant risks for our analysis are as follows: SER (Di Gioia et al, 2019;Baeva, 2021;Crepax et al, 2022), SOR (Kuznetsova and Azhmukhamedov, 2020;Sorokoumova et al, 2021), OBR (Bencsik et al, 2022) and HER (Kuznetsova and Azhmukhamedov, 2020; Ma ˛kosa, 2013) (see Appendix).…”
Section: Scalesmentioning
confidence: 99%
“…This reintroduces the problem of consistency, not only with the educator's attitude towards privacy, but also with the materials and approaches used to educate the children. There have been several attempts to provide privacy-related materials that are child-friendly and effective (Di Gioia et al, 2019, Knijnenburg and Cherry, 2016, Zhang-Kennedy, Baig, and Chiasson, 2017.…”
Section: Privacymentioning
confidence: 99%
“…Several studies have examined the use of educational video games to teach issues related to e-safety to students of different educational levels and citizens without a specific profile [47][48][49][50][51][52][53], obtaining quite positive results overall. However, the existing evidence about the effectiveness of educational video game-based learning for the development of teachers' digital competence in the area of e-safety is very limited.…”
Section: Introductionmentioning
confidence: 99%