RESULTS

 

Output 1 - Compendium of Cyber Security Cases

The subject of CS for non-technical staff/VET learners is still underrepresented in institutions offering VET educational programs and in SMEs trainings. Not only trainings, but also teaching and learning materials for the target group are lacking. This Compendium, as the first output (O1) aims at collecting, structuring, and presenting Cyber Cases, preferably taken from real working, which can be integrated as learning and teaching studies into educational programs on various levels, mainly for the target group of non-technical VET learner and employees. Collected and selected Cyber cases, bundled in the compendium will provide a variety of different situations, describing cyberattacks, frauds, social engineering, etc. occurred in companies or in real working environments. The illustration of problems, its origin and possible reasons will be extended by solutions and actions, companies introduced and realised to rectify the security leak, giving the target group a better understanding of CS issues.

The Compendium (O1) will deliver a variety of impulses and ideas for the compilation of scenarios (O2) allowing a high level of reality reference.

Output 2 – Cyber Alert Scenarios Design

In the second output, six realistic scenarios for cyber-attacks will be developed.  

Scenarios "Cyber Alertness” based on collected Cyber Cases, mirroring real situations, six different scenarios for “Cyber Alertness” will be generated. Standard and provoking situations, pitfalls, will be combined to scenarios, and enlarged by learning objectives. Scenario based learning in combination with the Escape Rooms idea is effective for learning since they provide realistic context and emotional engagement and can increase motivation and accelerate expertise. Especially in the field of Cyber Security the reference to realistic situations might have a very positive effect and additional value since learners can better comprehend the situation and transfer it into the working environment.  Partners are going to adapt the training form adequately to the target group of non- technical staff/VET learners by emphasising the experimental learning.

Output 3 – Virtual learning environment

Output 3 “Virtual Training Escape Room” will focus on the creation of a concrete virtual training using the “Escape Room” Model as a learning approach in the field of CS. The virtual training O3 will contain different real-life based scenarios (O2) boosting the knowledge reception, its transfer into the real working    environment and the improvement of performance. Partners are going to adapt the training form adequately to the target group of non-technical staff/VET learners by emphasising the experimental learning. This approach gives the learner an active, self-guided and self-determined role – no passive listening and information reception, but an active process of making choices, assessing options, and understanding and observing the consequences.

Virtual training will expose the learners, according to the designed scenarios, to specific situations they can encounter in real working life. Through acting and reacting to various situations, participants will gain experiences and skills through the experimental learning design. 

 

 

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The creation of this website hat been partially funded by the ERASMUS+ grant program of the European Union under grant no. 2021-1-DE02-KA220-VET-000033003. Neither the European Commission nor the project's national funding agency NABIBB are respronsible for the content or liable for any losses or damage resulting of the use of this website.