DOI: 10.5176/2251-2195_CSEIT18.120
Authors: Margit Scholl
Abstract: Digital transformation (DT) is a current and ongoing process of change that not only affects individual enterprises, modern administrations, and other organizations but is also having an increasing impact on our entire (knowledge) society and on all humankind. On the one hand, a more systemic view of software is needed to assess the impact of digitization and code development on society and social life. On the other, thought needs to be given to the security of ICT systems, which is primar-ily determined by the vulnerabilities of the software used. Not only should the lack of digital skills and competencies be reme-died but, more importantly, levels of information security aware-ness (ISA) about the vulnerabilities and risks involved must be addressed. Our life is analog, even in a digital world. We cannot see and feel the bits and bytes directly. We cannot touch and eat them. Game-based teaching with touchable analog material as a means to emotionalize the subject, combined with reality-based learning methods and the exchange of individual experience, promises to be a suitable way of promoting ISA. Moreover, ISA should improve the corresponding knowledge and skills so that they can be called to mind at the appropriate moment and cor-rectly applied in practice.
Keywords:information security (IS); IS knowledge, skills and behavior; information security awareness (ISA); security sensitization, emotionalizing and motivation; cyberattacks; social engineering; game-based learning scenarios; authentic scenarios; analog/digital serious games
