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Analyzing Students' Self-Perception of Success and Learning Effectiveness Using Gamification in an Online Cybersecurity Course

This paper analyzes students' self-perception of success and learning effectiveness after using non-compulsory gamification in an online Cybcourse. For this purpose, we designed a cybersecurity game based on cognitive constructivism learning theory. We built the game scenes using metaphors to p...

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Published in:IEEE access 2020, Vol.8, p.97718-97728
Main Authors: Ros, S., Gonzalez, S., Robles, A., Tobarra, LL, Caminero, A., Cano, Jesus
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Language:English
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cited_by cdi_FETCH-LOGICAL-c458t-5c6a3cde269ddc34b4fc880cb380aa4eda5c5c9ea1967a02c6387edb1e342bf53
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creator Ros, S.
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description This paper analyzes students' self-perception of success and learning effectiveness after using non-compulsory gamification in an online Cybcourse. For this purpose, we designed a cybersecurity game based on cognitive constructivism learning theory. We built the game scenes using metaphors to present the main Cybersecurity contents to the students. We delivered the game in a regular course with two objectives: first, to find the primary design factors that affect students' self-perception of success. We propose a structural equation model to find out the elements with the most significant impact on the students' self-perception of success. The results show that the realistic game design and the contextualization of the game do have a notable influence. They are both examples of best practices in game design; second, to evaluate the learning effectiveness of the game. The results suggest a high correlation between playing the game and succeeding in the course. Moreover, chronological analysis of the performance reveals that the intention to play the game could be a simple dropout predictor. Thus, introducing the game in the educational curricula improves student engagement and consolidates their knowledge on cybersecurity.
doi_str_mv 10.1109/ACCESS.2020.2996361
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subjects Computer & video games
Computer security
Constructivism
Curricula
Cybersecurity
Design factors
Distance education
dropout
Education
educational games
Games
Gamification
learning effectiveness
Learning theory
Mathematical model
Metaphor
Multivariate statistical analysis
Numerical analysis
Perception
Self image
Software
Students
Success
title Analyzing Students' Self-Perception of Success and Learning Effectiveness Using Gamification in an Online Cybersecurity Course
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