2018
DOI: 10.11591/edulearn.v12i1.7736
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Evaluation of Game-Based Learning in Cybersecurity Education for High School Students

Abstract: Game based learning is a new game play mechanism that the players explore various aspects of game play in a learning context designed by the instructor or the game designer. Nevertheless, general acceptance of game based learning as a new learning paradigm was deferred by a lack of wellcontrolled, large sample efficacy studies. To address the increasing need of cybersecurity workforce, this paper introduces a game based learning method for high school cybersecurity education. Purdue University Northwest launch… Show more

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Cited by 75 publications
(39 citation statements)
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“…The enthusiasm of the students' while learning by playing can give a positive response to the teaching and learning process in the classroom (Fadhilah, 2017). The same thing was found in the study (Jin et al, 2018) who find game-based learning methods well received by students. Nutrition education provided by the pictorial card method in the treatment group occurs with two-way communication where it is done face-to-face so that researchers can directly know the response of students who are given nutrition education (Septiana dan Suaebah, 2018).…”
Section: Figure 6 Students Were Playing Umbul Cardssupporting
confidence: 81%
“…The enthusiasm of the students' while learning by playing can give a positive response to the teaching and learning process in the classroom (Fadhilah, 2017). The same thing was found in the study (Jin et al, 2018) who find game-based learning methods well received by students. Nutrition education provided by the pictorial card method in the treatment group occurs with two-way communication where it is done face-to-face so that researchers can directly know the response of students who are given nutrition education (Septiana dan Suaebah, 2018).…”
Section: Figure 6 Students Were Playing Umbul Cardssupporting
confidence: 81%
“…The role of gamification and cyber security training has also been explored with high school students [25]. Funded by the National Security Agency, and the National Science Foundation, a number of summer camps (named GenCyber) were run in the USA to raise awareness of cyber security, and to encourage interest in computing, covering topics such as secure online behaviour, and social engineering.…”
Section: Gamification and Security Awarenessmentioning
confidence: 99%
“…Hence, security can be often listed as one of the safety professionals' job. The increasing demand for safety and security professionals requires collaborative efforts from government, industry, and K-12 and higher education institutions to attract, prepare, and train future cybersecurity professionals [13,14].…”
Section: Importance Of Safety and Securitymentioning
confidence: 99%