<?xml version="1.0" encoding="ISO-8859-1"?><article xmlns:mml="http://www.w3.org/1998/Math/MathML" xmlns:xlink="http://www.w3.org/1999/xlink" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance">
<front>
<journal-meta>
<journal-id>2422-4200</journal-id>
<journal-title><![CDATA[Revista Logos Ciencia & Tecnología]]></journal-title>
<abbrev-journal-title><![CDATA[Rev. logos cienc. tecnol.]]></abbrev-journal-title>
<issn>2422-4200</issn>
<publisher>
<publisher-name><![CDATA[Policía Nacional de Colombia]]></publisher-name>
</publisher>
</journal-meta>
<article-meta>
<article-id>S2422-42002024000200095</article-id>
<article-id pub-id-type="doi">10.22335/rlct.v16i2.1919</article-id>
<title-group>
<article-title xml:lang="es"><![CDATA[Gamificación: Estrategia preventiva de ciberseguridad para sexting y grooming]]></article-title>
<article-title xml:lang="en"><![CDATA[Gamification: Preventive cybersecurity strategy for sexting and grooming]]></article-title>
<article-title xml:lang="pt"><![CDATA[Gamificação: estratégia preventiva de cibersegurança para sexting e grooming]]></article-title>
</title-group>
<contrib-group>
<contrib contrib-type="author">
<name>
<surname><![CDATA[Vargas Montoya]]></surname>
<given-names><![CDATA[Héctor Fernando]]></given-names>
</name>
<xref ref-type="aff" rid="Aff"/>
</contrib>
<contrib contrib-type="author">
<name>
<surname><![CDATA[Usma Guzmán]]></surname>
<given-names><![CDATA[Félix Alexander]]></given-names>
</name>
<xref ref-type="aff" rid="Aff"/>
</contrib>
</contrib-group>
<aff id="Af1">
<institution><![CDATA[,Instituto Tecnológico Metropolitano (ITM)  ]]></institution>
<addr-line><![CDATA[Medellín ]]></addr-line>
<country>Colombia</country>
</aff>
<aff id="Af2">
<institution><![CDATA[,Instituto Tecnológico Metropolitano (ITM)  ]]></institution>
<addr-line><![CDATA[Medellín ]]></addr-line>
<country>Colombia</country>
</aff>
<pub-date pub-type="pub">
<day>00</day>
<month>08</month>
<year>2024</year>
</pub-date>
<pub-date pub-type="epub">
<day>00</day>
<month>08</month>
<year>2024</year>
</pub-date>
<volume>16</volume>
<numero>2</numero>
<fpage>95</fpage>
<lpage>117</lpage>
<copyright-statement/>
<copyright-year/>
<self-uri xlink:href="http://www.scielo.org.co/scielo.php?script=sci_arttext&amp;pid=S2422-42002024000200095&amp;lng=en&amp;nrm=iso"></self-uri><self-uri xlink:href="http://www.scielo.org.co/scielo.php?script=sci_abstract&amp;pid=S2422-42002024000200095&amp;lng=en&amp;nrm=iso"></self-uri><self-uri xlink:href="http://www.scielo.org.co/scielo.php?script=sci_pdf&amp;pid=S2422-42002024000200095&amp;lng=en&amp;nrm=iso"></self-uri><abstract abstract-type="short" xml:lang="es"><p><![CDATA[Resumen Las redes sociales se van expandiendo, captando más suscriptores, y con ello, los menores de edad consumen estos servicios con muy poco control que les permiten una interacción con individuos desconocidos en cualquier parte del mundo. Esto es aprovechado por los delincuentes cibernéticos que utilizan técnicas como el sexting y el grooming. Este artículo tiene como objetivo proponer una estrategia de ciberseguridad basada en gamificación que apoye a la población adolescente, con base en un punto de prevención asociado al sexting y grooming para reducir diferentes niveles de riesgos. Para ello, el método utilizado fue el uso de procesos para la identificación de problemas de ciberseguridad en Internet, a través de diferentes controles y aplicándolos en una estrategia educativa de ciberseguridad a estudiantes de una institución de educación primaria en la ciudad de Medellín, Colombia. En la prueba diagnóstica se encontró que solo el 31.2% de los estudiantes respondieron positivamente el cuestionario y, una vez aplicada la estrategia de ciberseguridad, se realizó el cálculo estadístico de la prueba de los signos como una prueba no paramétrica, y fue evidente que la estrategia de ciberseguridad que usa gamificación logró aumentar el nivel de conciencia, con el resultado de que el 93.7% de los estudiantes mejoró notablemente sus respuestas. Se concluye que la estrategia de prevención de riesgos en Internet en contra de los adolescentes es fundamental con la aplicación de mecanismos alternos que generen controles como la toma de conciencia y la gamificación.]]></p></abstract>
<abstract abstract-type="short" xml:lang="en"><p><![CDATA[Abstract Social networks are expanding more and more, attracting more subscribers and adolescents consume these services in a poorly controlled manner, allowing an interaction with strangers from anywhere in the world. This has allowed cybercriminals to abuse their victims with mechanisms such as sexting and grooming, especially affecting the adolescent population. This article aims to propose a cybersecurity strategy that supports the adolescent population based on gamification, giving a point of prevention associated with sexting and grooming to reduce different levels of risk. The method used was to make use of processes for the identification of cybersecurity problems on the Internet, through different controls and applying them in a cybersecurity educational strategy to students from a primary education institution in the city of Medellín, Colombia. As a result, in the diagnostic test it was found that only 31.2% of the students responded positively to the questionnaire and once the strategy using gamification was applied, it was found that 93.7% of the students significantly improved their answers. With the application of the non-parametric test using the statistical method for the calculation of the sign test, it was found that the cybersecurity strategies using gamification managed to increase the level of awareness. It is concluded that for the identification and prevention of risks on the Internet that go against adolescents the application of mechanisms that manage to generate controls such as awareness through gamification becomes essential.]]></p></abstract>
<abstract abstract-type="short" xml:lang="pt"><p><![CDATA[Resumo As redes sociais estão se expandindo e atraindo mais seguidores. Com isso, os menores consomem esses serviços com pouquíssimo controle, o que lhes permite interagir com indivíduos desconhecidos em qualquer lugar do mundo. Isso é aproveitado por cibercriminosos que usam técnicas como sexting e grooming. Este artigo tem como objetivo propor uma estratégia de cibersegurança fundamentada na gamificação que apoie a população adolescente, com base num ponto de prevenção associado ao sexting e ao grooming para reduzir diferentes níveis de riscos. Para tanto, o método utilizado foi a utilização de processos de identificação de problemas de segurança cibernética na internet, por meio de diversos controles e aplicação deles em uma estratégia educacional de segurança cibernética a estudantes de uma instituição de ensino fundamental da cidade de Medellín, Colômbia. No teste de diagnóstico, constatou-se que apenas 31,2% dos estudantes responderam positivamente ao questionário e, uma vez aplicada a estratégia de cibersegurança, o cálculo estatístico do teste de sinais foi realizado como um teste não paramétrico, e ficou evidente que a estratégia de cibersegurança que recorre à gamificação conseguiu aumentar o nível de conscientização, tendo como resultado que 93,7% dos estudantes melhoraram significativamente as suas respostas. Conclui-se que a estratégia de prevenção de riscos da internet contra adolescentes é essencial com a aplicação de mecanismos alternativos que gerem controles como conscientização e gamificação.]]></p></abstract>
<kwd-group>
<kwd lng="es"><![CDATA[Adolescente]]></kwd>
<kwd lng="es"><![CDATA[cibercrimen]]></kwd>
<kwd lng="es"><![CDATA[gamificación1]]></kwd>
<kwd lng="es"><![CDATA[grooming2]]></kwd>
<kwd lng="es"><![CDATA[sexting3]]></kwd>
<kwd lng="en"><![CDATA[Adolescents]]></kwd>
<kwd lng="en"><![CDATA[cybersecurity]]></kwd>
<kwd lng="en"><![CDATA[gamification]]></kwd>
<kwd lng="en"><![CDATA[grooming]]></kwd>
<kwd lng="en"><![CDATA[sexting]]></kwd>
<kwd lng="pt"><![CDATA[adolescente]]></kwd>
<kwd lng="pt"><![CDATA[cibercrime]]></kwd>
<kwd lng="pt"><![CDATA[gamificação]]></kwd>
<kwd lng="pt"><![CDATA[grooming]]></kwd>
<kwd lng="pt"><![CDATA[sexting]]></kwd>
</kwd-group>
</article-meta>
</front><back>
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