The COVID-19 pandemic has resulted in more aspects of students' lives being conducted online, which has increased the risk of phishing attacks. Current cybersecurity defense and training measures are divided into technological defense and human education, but human education is less valued. Traditional cybersecurity training has not adequately involved people outside the IT department, and the training effect is weak due to the lack of interest and poor acceptability. To address this, the authors propose a gamified cybersecurity training that integrates users and IT departments with a full range of personnel, strong interaction, strong targeted, but also fun and immersive against phishing attacks. The form of the training is 'Escape Room' challenge, which is a globally popular offline game and an offline education technique. The authors hope to do more online training in cybersecurity, as the online form of a cyberattack determines that more real trainings are required to be online when users respond to a cyberattack

Summarize the following paragraphsWith the outbreak of the COVID-19 cyber is combined with more aspects of students’ life which involves social media online studying online shopping and so on The line

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