Custom Awareness Content
Provision of Training Content – MODULE Style
The Cyber Guru platform, in addition to offering a wide range of content for Cyber Security training, is open to integrating client-specific training content.
A MODULE type training content consists of the following fundamental data:
Training Objectives
Lessons
Tests
Passing Criteria and Gamification
1. Training Objectives
They express the direction and content of the teaching. For example:
“In relation to Legislative Decree No. 231/2001, the training module allows you to learn:
• The basic concepts of the decree, the related crimes, and the corresponding penalties;
• The active subjects;
• The basic concepts of the organizational model adopted by the company to meet the requirements set by the decree;
• Etc.”
2. Lessons
The training objective is achieved through three lessons that can be audiovisual or textual. For each lesson, the following must be indicated:
• Title
• Duration
• General description of the training course
• Description of the lesson
• Audiovisual file format (mp4)
• Textual file format (pdf)
Below is an example of how the lesson will appear on the platform:
1.3. Test
Each lesson is associated with a test containing three multiple-choice questions to verify the actual learning by the student.
These questions must be provided for each lesson (for a total of three tests), each test must have a minimum of four questions with an indefinite maximum number of questions, and the multiple-choice answers must be three, highlighting the correct answer.
Below is the example format (highlight the correct answers. In this case, in green):
Question #1
Legislative Decree No. 231/2001 regulates the criminal liability of:
only natural persons
only legal entities
both natural and legal persons
Question #2
The liability of the entity arises when one of the crimes provided for occurs and:
the crime was committed in the interest or for the benefit of the author
the crime was committed in the interest or for the benefit of the Entity
the crime was committed in the interest of a relative of the author
Question #3
Administrative liability of legal entities includes:
All crimes provided for by the Penal Code
A wide range of crimes indicated by Legislative Decree 231/2001 and subsequent amendments
Only crimes related to active corruption
Question #4
Those liable under Legislative Decree 231 include:
only top management
only subordinate subjects
both top management and subordinate subjects
4. Passing Criteria and Gamification
The Passing Criteria is described as follows:
“To pass this module and move on to the next, it is necessary to complete all 3 lessons that make it up.
A lesson is considered complete when at least 3 out of 4 questions in the end-of-lesson test are answered correctly.
The questions are multiple-choice. There is an absolute prerequisite criterion that does not allow moving on to the next lesson unless the previous one has been completed.”
The training content produced by the client can also be included within Cyber Guru's gamification algorithm. For this, Gamification must be indicated in this form:
“For organizations that implement a team-based gamification system, this module allows for a contribution to the ranking of their team of up to 15 points. The individual end-of-lesson tests allow for up to 4 points.
For each question answered correctly, one point is earned, but only on the first attempt.
It is also possible to earn a bonus of 3 points (equivalent to earning a "medal") if the module is completed with excellence, that is, by answering all 12 questions correctly, regardless of the number of attempts made.”
Provision of Training Content – CYBER INSIGHT Style
A CYBER INSIGHT type training content consists of the following fundamental data:
Training Objectives
Lesson
Test
Passing Criteria and Gamification
1. Training Objectives
They express the direction and content of the teaching. For example:
“In relation to Legislative Decree No. 231/2001, the training module allows you to learn:
• The basic concepts of the decree, the related crimes, and the corresponding penalties;
• The active subjects;
• The basic concepts of the organizational model adopted by the company to meet the requirements set by the decree;
• Etc.”
2. Lesson
The training objective is achieved through a lesson that can be audiovisual or textual. For the lesson, the following must be indicated:
• Title
• Description of the lesson
• Audiovisual file format (mp4)
• Textual file format (pdf)
3. Test
A test with multiple-choice questions is associated with the lesson to verify the actual learning by the student.
The test must have a minimum of four questions with an indefinite maximum number of questions, and the multiple-choice answers must be three, highlighting the correct answer.
Below is the example format:
Question #1
Legislative Decree No. 231/2001 regulates the criminal liability of:
only natural persons
only legal entities
both natural and legal persons
Question #2
The liability of the entity arises when one of the crimes provided for occurs and:
the crime was committed in the interest or for the benefit of the author
the crime was committed in the interest or for the benefit of the Entity
the crime was committed in the interest of a relative of the author
Question #3
Administrative liability of legal entities includes:
All crimes provided for by the Penal Code
A wide range of crimes indicated by Legislative Decree 231/2001 and subsequent amendments
Only crimes related to active corruption
Question #4
Those liable under Legislative Decree 231 include:
only top management
only subordinate subjects
both top management and subordinate subjects
4. Passing Criteria and Gamification
The Passing Criteria is described as follows:
“To pass this training object and continue in the course, you must answer at least 3 out of 4 questions correctly in the final test.
The questions are single-answer.”
The training content produced by the client can also be included within Cyber Guru's gamification algorithm. For this, Gamification must be indicated in this form:
“For organizations that implement a team-based gamification system, this training object allows for a contribution to the ranking of their team of up to 5 points.
The individual end-of-lesson test allows for up to 4 points. The score is earned on the first attempt.
It is also possible to earn a bonus of 1 point (equivalent to earning a badge) if the training object is completed or by achieving excellence, that is, by answering all 4 questions correctly, regardless of the number of attempts made.”