The need for well-trained Information Security and Assurance (ISA) professionals, as well as general information security awareness, has increased considerably in the last decade and shows no sign of slowing. To address this need, both industry and academia have been driven to innovative approaches. The use of digital games and game mechanics to further education has received growing attention and respect in the last several years. There is strong evidence that thoughtful employment of gaming elements can improve motivation and understanding. This paper provides a broad background on the topics of game-based learning, gamification, and serious games. Further, it describes our ongoing approach to developing and promoting digital games for information security awareness, including two game designs and a gamification system architecture.
Today’s children struggle with a range of issues, from depression and anxiety to poor body image and low self-esteem. In fact, research suggests that at any given time around 10 per cent of students will be suffering from a mental health issue that directly impacts on their education and health. Acceptance and Commitment Therapy (ACT) (the subject of Dr Russ Harris’s bestselling The Happiness Trap) has been proven to be effective in teaching young people effective, flexible strategies for dealing with the stressors in their life and these principles are now brought to life in this graphic novel. By following the main character, Holly, through her encounters with monsters (symbolising her inner doubts and unpleasant thoughts), children will learn how to similarly deal with their own issues and develop a more resilient mental attitude and achieve better emotional balance.