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PRODID:IEEE vTools.Events//EN
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DTSTART:20230312T030000
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DTSTART:20231105T010000
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BEGIN:VEVENT
DTSTAMP:20231215T021136Z
UID:34B15866-CBB4-42AC-B77C-7520FD933ABC
DTSTART;TZID=America/New_York:20230519T110000
DTEND;TZID=America/New_York:20230519T120000
DESCRIPTION:The enormous advancement of digital technology and Internet usa
 ge has significantly improved our lives but has also threatened our securi
 ty and privacy. Cyberattacks may have harmful long-term implications for i
 ndividuals and organizations. High school students are accessible targets 
 for various cybercrimes due to the lack of cybersecurity knowledge and cyb
 er-safe practices. It is important that education about cybersecurity awar
 eness and cyber hygiene practices begin at a young age. Offering cybersecu
 rity knowledge through interactive tutorials and game-based techniques may
  increase students’ interest in this domain. To develop a security minds
 et and improve the perception and attitude toward cybersecurity\, we creat
 ed an interactive visualization and practice-based cybersecurity framework
  for high school students. Through this framework\, we attempt to effectiv
 ely educate students in cybersecurity through animated visualization modul
 es developed in Unity 3D engine\, enabling learning of physical\, software
 \, and mathematical aspects of cybersecurity. In addition\, several other 
 lectures and hands-on activities were developed. Several surveys were cond
 ucted to determine whether this framework enhances users&#39; cognitive abilit
 ies and improves or develops a security mindset among teenagers. We discus
 s challenges in such an implementation in a classroom setting\, lessons le
 arned\, and potential ways of integration into an existing course on compu
 ter science or cybersecurity. If time permits\, we may also look at anothe
 r math-oriented high school project that served as a foundation of this pr
 oject.\n\nCo-sponsored by: Dept of Electrical Engineering and Computer Sci
 ence and CAREERS - Cyber Florida Grant\,  Florida Atlantic University\n\nS
 peaker(s): Dr. Ahmad Javaid\, \n\nRoom: 405\, Bldg: EE96 -- Engineering Ea
 st\, Florida Atlantic University\, Boca Raton\, Florida\, United States\, 
 33431\, Virtual: https://events.vtools.ieee.org/m/361568
LOCATION:Room: 405\, Bldg: EE96 -- Engineering East\, Florida Atlantic Univ
 ersity\, Boca Raton\, Florida\, United States\, 33431\, Virtual: https://e
 vents.vtools.ieee.org/m/361568
ORGANIZER:hkalva@fau.edu
SEQUENCE:33
SUMMARY:Cybersecurity and Other High School Initiatives: Implementation and
  Challenges - Dr. Javaid
URL;VALUE=URI:https://events.vtools.ieee.org/m/361568
X-ALT-DESC:Description: &lt;br /&gt;&lt;p&gt;The enormous advancement of digital techno
 logy and Internet usage has significantly improved our lives but has also 
 threatened our security and privacy. Cyberattacks may have harmful long-te
 rm implications for individuals and organizations. High school students ar
 e accessible targets for various cybercrimes due to the lack of cybersecur
 ity knowledge and cyber-safe practices. It is important that education abo
 ut cybersecurity awareness and cyber hygiene practices begin at a young ag
 e. Offering cybersecurity knowledge through interactive tutorials and game
 -based techniques may increase students&amp;rsquo\; interest in this domain. T
 o develop a security mindset and improve the perception and attitude towar
 d cybersecurity\, we created an interactive visualization and practice-bas
 ed cybersecurity framework for high school students. Through this framewor
 k\, we attempt to effectively educate students in cybersecurity through an
 imated visualization modules developed in Unity 3D engine\, enabling learn
 ing of physical\, software\, and mathematical aspects of cybersecurity. In
  addition\, several other lectures and hands-on activities were developed.
  Several surveys were conducted to determine whether this framework enhanc
 es users&#39; cognitive abilities and improves or develops a security mindset 
 among teenagers. We discuss challenges in such an implementation in a clas
 sroom setting\, lessons learned\, and potential ways of integration into a
 n existing course on computer science or cybersecurity. If time permits\, 
 we may also look at another math-oriented high school project that served 
 as a foundation of this project.&lt;/p&gt;
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