Playing Digital Security

2017 ◽  
Vol 7 (3) ◽  
pp. 11-25 ◽  
Author(s):  
Conceição Costa ◽  
Carla Sousa ◽  
José Rogado ◽  
Sara Henriques

The United Nations (UN) Convention (1989) on the Rights of the Child changed the way children are viewed and treated worldwide. The Convention has been affecting governments, civil society and the private sector. ICT driven companies on the internet should not be an exception. According to Livingstone, Carr and Byrne (2015), Internet governance bodies have given little consideration and reflection to children's rights. In this paper, it is proposed that in order for youth actively participate in an increasingly digital environment; they need to know better their rights to privacy and freedom of expression, among others. Although the understanding of the digital environments principles lies beyond the scope of average children's school curricula, they can however play and discover simple technological concepts in the classroom. Thus, by early developing their literacy on digital identity management, they will be able to navigate, communicate, play and learn online more safely, achieving a responsible connected presence. A qualitative study on a visually oriented encrypted learning activity (game) among a group of students aged 16-18 years old, of the third cycle of Basic Vocational Education has been conducted with the following aims: a) to understand how knowledge about security technological processes can improve youth's capability for managing their digital identities; b) to understand the value of pedagogies of play. Using participant observation, focus group and interviews, youth behaviours and attitudes towards this game based learning approach as well as their perceptions of their digital rights are presented.

Author(s):  
Kenneth J. Giuliani ◽  
V. Kumar Murty

The purpose of this chapter is to examine the strengths and weaknesses of the most commonly used model for digital identities. It is compared to other models which have preceded it, thus giving a background on its development. The models are measured against a set of criteria which it is desirable for an identity management system to have. The underlying hope is that understanding this model will help improve it or even lead to a different model.


2013 ◽  
Vol 3 (1) ◽  
pp. 80-92
Author(s):  
Margarida Romero ◽  
Mireia Usart

The use of games for educational purposes has been considered as a learning methodology that attracts the students’ attention and may allow focusing individuals on the learning activity through the SG game dynamic. Based on the hypothesis that students’ Temporal Perspective has an impact on learning performance and time-on-task, this paper aims to analyze the relation between these variables in the SG MetaVals. The authors expect students’ TP to relate to higher performance, both for individual and collaborative GBL. Moreover, they analyze the relation between the time-on-task and the students’ temporal perspectives. A case study was conducted in a Masters course in finance. Results showed no significant differences in game performances among individuals with different TP. However, present-oriented students showed a higher time-on-task, both for individual and collaborative phases of the game. These results could point to the fact that including SG in the curriculum could help leveraging students learning performance.


2020 ◽  
Vol 15 (5) ◽  
pp. 68-92
Author(s):  
Daniela Kruel DiGiacomo

Light Up Learning (LUL) is a youth program in Scotland that supports young people in pursuing their curiosities and exploring their interests in a school-based informal learning setting. This article draws on interview and participant observation data to examine the social organization of teaching and learning activity within LUL. As a school-based program focused on supporting youth in pursuing their interests through the cultivation of a caring adult–youth relationship, LUL offers an empirical case that brings together insights from youth development and interest-driven learning research. Examination into the verbal and material interactions that shape adult–youth interactions yields insight into how to challenge normatively hierarchical power dynamics between teachers and learners toward the instantiation of a more relational pedagogy. By employing the pedagogic moves of continually foregrounding youths’ interests, honoring youth expertise, and making space for youth’s ideas, LUL youth workers created an environment within a school setting where youth felt both free and supported to learn through deeply and widely pursuing their interests.


2012 ◽  
Vol 25 (3) ◽  
pp. 61-77 ◽  
Author(s):  
Marco Viviani ◽  
Nadia Bennani ◽  
Elöd Egyed-Zsigmond

In the digital world, many organizations are developing different applications (with different purposes) where users are generally represented by a heterogeneous set of attributes. From time to time, depending on the context, different attributes can provide different digital identities for the same user, often involved in the identification/authentication processes. In the personalized service provision perspective, the scope of identity management becomes much larger, and takes into account information susceptible to change such as user profile information as a whole. Many purely user-centric identity management systems has emerged in the few last years, among them the Higgins project that provides the user with a direct control over his/her data and covers some data security issues. However, a complete user-centric view of extended user identity management is not realistic, in our opinion. In this paper, the authors present G-Profile: a hybrid, open, general-purpose and flexible user modeling system for extended identity management in multi-application environments. G-Profile also tackles the trade-off between users’ and applications’ requirements.


2018 ◽  
pp. 356-368
Author(s):  
Margarida Romero ◽  
Jean-Nicolas Proulx

Teachers' digital literacy is part of the 21st century professional competences and is an essential part of the decision-making process leading to integrate the use of technologies in the classroom according to the curricular needs. This article focus on the teachers' competence to integrate technologies in the classroom by analyzing their integration strategies. The teachers' curricular integration strategies are analyzed in this article by analyzing Digital Game Based Learning (DGBL) curricular integration strategies with a group of 73 pre-service primary teachers in Université Laval (Canada). The results show the pre-service teachers selected the use of existing resources instead of the creation of new ones. The majority of the selected resources were games in the are of Mathematics. The participants discussed this strategy as the easiest way to align the digital games in the primary education curriculum. The authors discuss, at the end of the paper, the limits of this strategy and the opportunities to develop alternative ways to integrate digital games in the classroom to develop the curricular objectives such game repurposing and the creation of digital games as a learning activity.


2015 ◽  
pp. 1660-1685
Author(s):  
Vladimir Vujin ◽  
Konstantin Simić ◽  
Borko Kovačević

Existing approaches for management of digital identities within e-learning ecosystems imply defining different access parameters for each service or application. However, this can reduce system security and lead to insufficient usage of the services by end-users. This chapter investigates various approaches for identity management, particulary in a cloud computing environment. Several complex issues are discussed, such as cross-domain authentication, provisioning, multi-tenancy, delegation, and security. The main goal of the research is to provide a highly effective, scalable identity management for end-users in an educational private cloud. A federated identity concept was introduced as a solution that enables organizations to implement secure identity management and to share information on the identities of users in the cloud environment. As a proof of concept, the identity management system was implemented in the e-learning system of Faculty of Organizational Sciences, University of Belgrade.


Author(s):  
Md. Sadek Ferdous ◽  
Audun Jøsang

Recognition of identities and certainty about identity ownership are crucial factors for secure communication in digital environments. Identity Management Systems have been designed to aid users as well as organisations to manage different user identities. However, traditional Identity Management Systems are primarily designed to facilitate the management of identities from the perspective of the service provider, but provide little support on the user side to manage organisational identities. Public Key Infrastructures (PKI) is the primary tool in aiding users to manage such identities on their sides as well as to establish trust during online transactions. Nevertheless, the complexities and difficulties involved in managing and understanding such certificates from the general public’s point of view are overlooked. This causes vulnerabilities that open up for serious attacks such as identity theft and Phishing. Petname Systems have been proposed for managing organisational identities on the user side in order to improve the user friendliness and to strengthen security. This chapter provides an analysis of the Petname Model by describing its history and background, properties, application domains, and usability issues, and explains how a Petname System can be effectively combined with the PKI to recognise identities and impose certainty by validating the user trust on those identities. The chapter also presents an analysis on two applications that integrate the Public Key Infrastructure with the Petname Model.


Author(s):  
Abdullah Rashed ◽  
Henrique M.D. Santos

In the wireless era, digital users in the electronic world (e-world) are represented by sets of data called Digital Identities (ID), which they use, among other functions, for authentication purposes. Within the e-world it is risky to lose an identity and so security solutions are required to protect IDs. Information security should provide the necessary Identity Management (IDM) process to mitigate that threat. Moreover, efficient protection of digital identities would encourage users to enter the digital world without worries. The suggested solution depends on three dimensions: management, security solution, and security dimensions. The proposed model appears as a multi-layered security approach, since it tries to integrate different security technologies and multimodal biometrics tools and practices, such as wireless management, policies, procedures, guidelines, standards, and legislation. The advantages, limitations, and requirements of the proposed model are discussed.


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