PulseExploreJournal ClubDebatesTrendingResearchersJournals
Instagram
HomeExploreJournal ClubTrending
Synapse
⌘+K
Synapse
February 27, 2024Journal of The Colloquium for Information Systems Security Education13 citationsOpen Access

Leveraging Gamification and Game-based Learning in Cybersecurity Education

View Full Paper
LWLowri WilliamsEAEirini AnthiYCYulia Cherdantseva

Key Points

Key points are not available for this paper at this time.

Abstract

This paper investigates the use of gamification and game-based learning in the field of cybersecurity education. Due to their technical complexity and lack of coherence, traditional pedagogical methods, such as lectures, may fail to engage and inspire students, especially those from non-cyber backgrounds. To address this issue, we devised two distinct cybersecurity frameworks/games based on traditional Capture The Flag (CTF) competitions; an open-ended CTF event and a story-based CTF. Such games have demonstrated potential across multiple disciplines, including computer science, physics, mathematics, and engineering, as well as across multiple levels of study including undergraduate and postgraduate students. The positive feedback and significant increase in the interest to pursue a postgraduate course in cybersecurity, especially among non-cybersecurity students, attest to the success of this gamification strategy. As such, this paper provides valuable insights for enhancing the attractiveness and efficacy of cybersecurity education, thereby encouraging a broader spectrum of non-technical and non-cybersecurity students to pursue this crucial field.

Ask AI
Helpful
Bookmark
Share
View Full Paper

Cite This Study

Williams et al. (2024) studied this question.

synapsesocial.com/papers/68e7758ab6db6435876eac95https://doi.org/10.53735/cisse.v11i1.186
Ask AI
Helpful
Bookmark
Share
View Full Paper