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CyberLEAP : A cybersecurity training game design model
Thesis   Open access

CyberLEAP : A cybersecurity training game design model

Victoria Marciano
Master of Science (MSc), University of Johannesburg
Handle:
https://hdl.handle.net/10210/520053

Abstract

In an increasingly digitised world, the human element continues to be a significant vulnerability in the cybersecurity landscape. As cyber threats grow in frequency and sophistication, particularly highlighted during the COVID-19 pandemic, the need to strengthen the ’human firewall’ has become more pressing. This dissertation introduces "CyberLEAP: Cybersecurity Learning through Engaging Activities and Play", a novel model designed to promote cybersecurity awareness through gamification. CyberLEAP aims to offer a structured, engaging, and effective approach to cybersecurity education, positioning individuals as the first line of defence in the fight against cyber threats. By harnessing the motivational and immersive qualities of games, the model advocates for a cultural shift in cybersecurity training, moving away from passive, traditional methods toward interactive and impactful learning experiences. A systematic literature review was conducted using methods from the Design Science Research paradigm to explore existing research on cybersecurity awareness, training, and gamification. The review revealed a critical gap: despite the abundance of studies on gamified training, there is a lack of explicit, actionable guidelines to assist in the design of cybersecurity training games. This absence is particularly challenging for novice designers or educators seeking to develop engaging cybersecurity awareness tools. Through thematic coding of relevant literature, key design principles and common components were identified and used to inform the development of the CyberLEAP model. This model was subsequently validated through the creation and implementation of a prototype game, which was evaluated against design drivers derived from the literature. CyberLEAP is presented as a research artefact and practical model intended to guide both expert and novice designers in the creation of meaningful, informative, and enjoyable gamified cybersecurity training experiences. It aims to make the design process more accessible, efficient, and effective, ultimately contributing to stronger cybersecurity awareness and resilience at the individual level.
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