Enhancing law enforcement training: A gamified approach to detecting terrorism financing

Autores: Francesco Zola Lander Segurola Gil Erin King Martin Mullins Raul Orduna Urrutia

Fecha: 01.09.2024

International Journal of Police Science and Management


Abstract

Tools for fighting cyber-criminal activities using new technologies are promoted and deployed every day. However, too often, they are unnecessarily complex and hard to use, requiring deep domain and technical knowledge. These characteristics often limit the engagement of law enforcement and end-users in these technologies, which despite their potential, remain misunderstood. For this reason, in this study, we describe our experience in combining learning and training methods and the potential benefits of gamification to enhance technology transfer and increase adult learning. In this case, participants are experienced practitioners in professions/industries that are exposed to terrorism financing (such as law enforcement officers, financial investigation officers, private investigators). We define training activities on different levels for increasing the exchange of information about new trends and criminal modus operandi among and within law enforcement agencies, intensifying cross-border cooperation and supporting efforts to combat and prevent terrorism-funding activities. A game (hackathon) is designed to address realistic challenges related to the darknet, crypto-assets, new payment systems and dark web marketplaces that could be used for terrorist activities. The entire methodology was evaluated using quizzes, contest results and engagement metrics. In particular, training events show that ∼60% of participants complete the 11-week training course, whereas the hackathon results, gathered in two pilot studies (Madrid and The Hague), show increasing expertise among participants (progression in the points achieved on average). At the same time, more than 70% of participants positively evaluate use of the gamification approach, and more than 85% consider the implemented use cases suitable for their investigations. These outcomes are further discussed to detect the introduced approach's benefits and limitations and improve future events.

BIB_text

@Article {
title = {Enhancing law enforcement training: A gamified approach to detecting terrorism financing},
journal = {International Journal of Police Science and Management},
pages = {330-344},
volume = {26},
keywds = {
counter-terrorism training; financial intelligence units; Gamifying; hackathon; law enforcement agencies; police; training
}
abstract = {

Tools for fighting cyber-criminal activities using new technologies are promoted and deployed every day. However, too often, they are unnecessarily complex and hard to use, requiring deep domain and technical knowledge. These characteristics often limit the engagement of law enforcement and end-users in these technologies, which despite their potential, remain misunderstood. For this reason, in this study, we describe our experience in combining learning and training methods and the potential benefits of gamification to enhance technology transfer and increase adult learning. In this case, participants are experienced practitioners in professions/industries that are exposed to terrorism financing (such as law enforcement officers, financial investigation officers, private investigators). We define training activities on different levels for increasing the exchange of information about new trends and criminal modus operandi among and within law enforcement agencies, intensifying cross-border cooperation and supporting efforts to combat and prevent terrorism-funding activities. A game (hackathon) is designed to address realistic challenges related to the darknet, crypto-assets, new payment systems and dark web marketplaces that could be used for terrorist activities. The entire methodology was evaluated using quizzes, contest results and engagement metrics. In particular, training events show that ∼60% of participants complete the 11-week training course, whereas the hackathon results, gathered in two pilot studies (Madrid and The Hague), show increasing expertise among participants (progression in the points achieved on average). At the same time, more than 70% of participants positively evaluate use of the gamification approach, and more than 85% consider the implemented use cases suitable for their investigations. These outcomes are further discussed to detect the introduced approach's benefits and limitations and improve future events.


}
doi = {10.1177/14613557241237174},
date = {2024-09-01},
}
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