  In the last few years, serious games have become popular, with a consensus of
the benefits for teaching cyber security awareness and education. However,
there is still a lack of pedagogical driven methodologies and tools to support
serious games design to ensure they achieve the learning objectives. This paper
proposes MOTENS, a pedagogical model, to design serious cyber games based on
the gaps we identified in the current games design models and the lessons
learnt from creating a serious tabletop game called Riskio, designed to teach
cyber security awareness and education. The MOTENS model has six high-level
components. Five components are linked to the games/design mechanics, and one
component, `Theory', that supports the design's cognitive principles, including
players' motivation. The model is used to design serious cyber games and goes
through five stages, from identifying and segmenting target players, steps to
creating game mechanics linked to pedagogy instruction and then to testing to
create a serious game that is designed to achieve the games learning
objectives.
