Project outputs

Intellectual Output 1 (IO1)

Gamification Cyber Hygiene Training

This output includes the analysis, design and implementation of the gamification cyber hygiene training application. The functional and non-functional requirements of the application were defined and the architecture of the system was set and implemented. The core implementation of the application was defined and its main layouts were designed with the most cutting edge technology and tools. The final output is a fully functional and operational application (designed for web and android/iPhone mobiles).

ELEMENTS OF INNOVATION: This output’s aim was to increase the cybersecurity and privacy awareness of the students and support the eLearning use in a safe manner. Gamification can be efficiently combined with security training to increase motivation and commitment by providing a rewarding system through the deployed quizzes. Especially during the COVID pandemic where most of the learning activities have the potential to be conducted online, identifying innovative pedagogical methods to support the Learning process while motivating
the students is highly needed. This output includes the analysis, design and implementation of the gamification cyber hygiene training application. The functional and non-functional requirements of the application were defined and the architecture of the system was set and implemented. The core implementation of the application were defined and its main layouts were designed with the most cutting edge technology and tools. The final output is a fully functional and operational application (designed for web and android/iPhone mobiles).

IMPACT: By utilizing the experience gained from monitoring current practices as indicated in IO4, the gamification app helps enhance the participants’ response time and level of awareness based on modern software through enhanced understanding (problem-solving) and memorizing (repetition).

TRANSFERABILITY POTENTIAL: The gamification app is deployed based on free and open-source software without the need for expensive equipment to use it. Transferability is highly supported based on the nature of the mobile application and material involved while its web version was integrated into the MOOC platform which allows its full potential exploitation.


Intellectual Output 2 (IO2)

Scenario-Based learning activities (SBL)

Scenario-Based Learning (SBL) techniques are widely recognized as a key tool in education, for safe training incompetency and decision-making. Based on current practices monitoring and the experience gained by the consortium during the pandemic, 6 SBL resources in the form of virtual scenarios (VS) were created addressing key needs in regard to cybersecurity and privacy awareness for the purpose of enhancing and supporting eLearning and in long term being prepared to work remotely in a safe environment. Technical staff was also involved in the development phase. INCIDENCE uses a user-centre design for the creation of the SBL resources.

ELEMENTS OF INNOVATION:  The output’s aim was to co-create 6 SBL resources that address the main needs in regard to cybersecurity and privacy awareness as identified and depicted from monitoring procedures of the IO4. VS are based on modern pedagogical techniques where repetition and experiential learning have a key role in developing long term learning outcomes through enhanced understanding (problem-solving) and memorizing (repetition).

IMPACT: The SBL are open and widely accessible under a Creative Common license, thus better enhancement of the end-users awareness (students but because of the integration in the MOOC in the next output, IO3, the impact is going to be maximized to EU citizens level) and increase their competencies against cybersecurity risks are achieved.

TRANSFERABILITY POTENTIAL: As the SBL is open and freely available without the need for expensive equipment to use it, the transferability is high in different contexts. The SBL can be utilized by educators as an eLearning resource where they can also use it for any other course and course content.


Intellectual Output 3 (IO3)

MOOC development

This action informs the content and the development of a Massive Open Online Course (MOOC). The MOOC includes in an integrated way the VS and the gamified application of previous IOs to enable their massive outreach. The content also reflects current procedures and hygiene practices derived from the IO4 and with a special focus on the safe use of eLearning during the pandemic. The MOOC aims to raise awareness regarding cybersecurity and privacy in HE and is open to anyone to attend. By that, we hope that we will reach a massive number of participants and in long term raise awareness and enhance the knowledge and skills in regard to the cybersecurity of EU citizens. MOOC is available here.

ELEMENTS OF INNOVATION: The MOOC integrates the outputs IO1 and IO2 to disseminate them widely. Moreover, the MOOC is an innovative pedagogical approach on its own, enabling eLearning on a high scale. To our best knowledge, there is currently no other MOOC with such a focus as our suggestion.

IMPACT: In the long term, the MOOC can enhance the awareness of citizens at an EU level about cybersecurity and privacy and prepare better citizens for working remotely. As we have been observing through the pandemic, many institutions and departments, as well as industries, had the potential to allow their employees to work and study from home but it has not been maximized due to the lack of preparedness.

TRANSFERABILITY POTENTIAL: The course is available as an open resource after its deployment and has the potential to be re-launched again. Other teachers can use and adapt our MOOC and its integrated components for teaching their courses as well by adapting our toolkit (MOOC and integrated components of IO1 and IO2) to their course content needs.


Intellectual Output 4 (IO4)

Best practice and techniques to enhance cybersecurity awareness and support eLearning

This output started from the first month of the project to monitor the current state of the art in regard to cybersecurity practices and learning infrastructures’ security. The purpose of this IO was twofold. Firstly to inform the other outputs (IO1,2,3) about available open-source tools and the cybersecurity layers required. Secondly, this output provided best practices guidelines about both virtual environments and infrastructure usage as a toolkit to support eLearning but also about how to secure relevant infrastructure. In particular, based on the analysis of the current relevant cybersecurity procedures, a series of best practices and guidelines towards secure and private distance learning was developed. The best practice guidelines of IO4 reflect on the monitoring of current hygiene practices and behaviours and report on relevant advancements, focusing on improving the security of virtual rooms and learning management systems. Moreover, this IO extracted and made available guidelines based on the overall project experience about repurposing or developing the toolkit infrastructure including the relevant pedagogies and educational theories followed. This IO ran from the beginning and until the end of the project so that with iterative procedures it informs other IOs while in parallel the content and infrastructure build in other IOs informed the guidelines. Making a structured analysis of such practices, different key features were identified as drivers for success and a set of recommendations to the different stakeholders was performed.

ELEMENTS OF INNOVATION: Compilation of best practices in the field and the analysis of key features to drive to success instead of just a best-effort approach.

IMPACT: This approach maximizes impact and adherence to the different learning activities, guaranteeing a wider scaling up from different perspectives (time, users, initiatives).

TRANSFERABILITY POTENTIAL: These recommendations can be applied to other fields and project experts will discuss in project meetings and external events how to make this transfer possible.


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