Kulkarni, Vikas Krishnarao2019-01-182019-01-182019https://hdl.handle.net/10365/29222The goal of this paper is to bring the basic awareness of cybersecurity among students so that they do not become a victim of cybercrime. Studies show that cybersecurity serious games support multiple well-established perspectives of learning and have the potential to motivate individuals to learn by keeping them in a state of flow. Educators use the Bloom’s revised taxonomy, as it provides an effective method for the students who are learning a topic. Bloom's revised taxonomy identifies six cognitive levels, starting from basic steps in learning to the more advances steps. This paper includes developing a game called DodgeTheThreats that provides some useful tips on basic cybersecurity. By making use of a serious game that incorporates Bloom’s taxonomy of learning, it is possible to have a very effective learning tool for the students and thereby raise the awareness of cybersecurity.NDSU Policy 190.6.2https://www.ndsu.edu/fileadmin/policy/190.pdfComputer security -- Study and teaching.Data protection -- Study and teaching.Education -- Computer-assisted instruction.Video games in education.Educational games.Bloom, Benjamin S. (Benjamin Samuel), 1913-1999. Taxonomy of educational objectives.Education -- Aims and objectives.Basic Cybersecurity Awareness Through GamingMaster's paper