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Priv. Secur."],"published-print":{"date-parts":[[2021,11,30]]},"abstract":"<jats:p>\n            Tweens are avid users of digital media, which exposes them to various online threats. Teachers are primarily expected to teach children safe online behaviours, despite not necessarily having the required training or classroom tools to support this education. Using the theory of procedural rhetoric and established game design principles, we designed a classroom-based cybersecurity, privacy, and digital literacy game for tweens that has since been deployed to over 300 Canadian elementary schools. The game,\n            <jats:italic>A Day in the Life of the JOs<\/jats:italic>\n            , teaches children about 25 cybersecurity, privacy, and digital literacy topics and allows them to practice what they have learned in a simulated environment. We employed a user-centered design process to create the game, iteratively testing its design and effectiveness with children and teachers through five user studies (with a total of 63 child participants and 21 teachers). Our summative evaluation with children showed that the game improved their cybersecurity, privacy, and digital literacy knowledge and behavioural intent and was positively received by them. Our summative evaluation with teachers also showed positive results. Teachers liked that the game represented the authentic experiences of children on digital media and that it aligned with their curriculum requirements; they were interested in using it in their classrooms. In this article, we discuss our process and experience of designing a production quality game for children and provide evidence of its effectiveness with both children and teachers.\n          <\/jats:p>","DOI":"10.1145\/3469821","type":"journal-article","created":{"date-parts":[[2021,9,30]],"date-time":"2021-09-30T17:09:46Z","timestamp":1633021786000},"page":"1-37","update-policy":"https:\/\/doi.org\/10.1145\/crossmark-policy","source":"Crossref","is-referenced-by-count":43,"title":["Design, Development, and Evaluation of a Cybersecurity, Privacy, and Digital Literacy Game for Tweens"],"prefix":"10.1145","volume":"24","author":[{"ORCID":"https:\/\/orcid.org\/0000-0003-1405-8054","authenticated-orcid":false,"given":"Sana","family":"Maqsood","sequence":"first","affiliation":[{"name":"Carleton University, Ottawa, Ontario, Canada"}]},{"ORCID":"https:\/\/orcid.org\/0000-0001-7314-2198","authenticated-orcid":false,"given":"Sonia","family":"Chiasson","sequence":"additional","affiliation":[{"name":"Carleton University, Ottawa, Ontario, Canada"}]}],"member":"320","published-online":{"date-parts":[[2021,9,30]]},"reference":[{"key":"e_1_2_1_1_1","doi-asserted-by":"publisher","DOI":"10.1016\/0749-5978(91)90020-T"},{"key":"e_1_2_1_2_1","doi-asserted-by":"crossref","unstructured":"Leonard Annetta and Stephen Bronack (Eds.). 2011. 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