Mobile Game Based Learning on Online Banking Fraud Security among Young Adults (BFG)

Online banking has brought a huge transformation in many banking and financial services. The percentage of online banking users has increase rapidly across the age including young adults nowadays. In 2011, fraud marks the highest percentage of cyber-crime cases in Malaysia. High concern rises among...

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Bibliographic Details
Main Author: Saifullah, Roisah Fadhilah
Format: Final Year Project
Language:English
Published: Universiti Teknologi Petronas 2013
Online Access:http://utpedia.utp.edu.my/13570/1/Thesis_13363_RoisahFadhilahSaifullah.pdf
http://utpedia.utp.edu.my/13570/
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Summary:Online banking has brought a huge transformation in many banking and financial services. The percentage of online banking users has increase rapidly across the age including young adults nowadays. In 2011, fraud marks the highest percentage of cyber-crime cases in Malaysia. High concern rises among global expertise on fraud attacks especially in economic and banking sectors. However, the knowledge on this issue among Malaysian young adults is still low. Through the survey conducted, about 63% of young adults do not know about online banking system security. Therefore, this paper presents an alternative approach to educate young adults in Malaysia about online banking fraud. The main deliverables of this study are to identify the online banking fraud security issues that related to young adults, their behavior towards online system security and the development stages. Bypass Fraud Game (BFG) has been proposed based on mobile game-based learning model by mapping with learning theories and approach using Android Eclipse and SDK Development software as the platform. In addition, Technology Acceptance Model (TAM) is used to evaluate the effectiveness on adaption of learning theories in mobile game-based learning. The results show that the game is well received by the users with average response more than 4.00 for TAM elements which are Perceived Usefulness (PU), Perceived Ease of Use (PEOU) and Attitude towards Using (ATU). Through this interactive and fun approach, BFG is expected to help young adults in identifying the methods deployed by cyber criminals as well as precaution action to prevent from being attack.