ABSTRACT

This chapter contains the views and observations of a yearlong project funded by the California State Library LSTA “pitch an idea” grant program. The project was designed to test the effectiveness of Minecraft as a platform that librarians, and especially public librarians, could use to engage with teens and tweens on the subject of cybersecurity. Commercial video games which not only support an education experience but also work as standalone games have a competitive advantage over games designed to be educational experience because potential students are already familiar with how they work and are more likely to participate or simply gain more from the experience because their favorite game is represented. One of the biggest challenge educators face in the realm of cybersecurity boils down to the inflexibility of tech jargon.