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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 |
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creator | Ros, S. Gonzalez, S. Robles, A. Tobarra, LL Caminero, A. Cano, Jesus |
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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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. 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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.</description><subject>Computer & video games</subject><subject>Computer security</subject><subject>Constructivism</subject><subject>Curricula</subject><subject>Cybersecurity</subject><subject>Design factors</subject><subject>Distance education</subject><subject>dropout</subject><subject>Education</subject><subject>educational games</subject><subject>Games</subject><subject>Gamification</subject><subject>learning effectiveness</subject><subject>Learning theory</subject><subject>Mathematical model</subject><subject>Metaphor</subject><subject>Multivariate statistical analysis</subject><subject>Numerical analysis</subject><subject>Perception</subject><subject>Self image</subject><subject>Software</subject><subject>Students</subject><subject>Success</subject><issn>2169-3536</issn><issn>2169-3536</issn><fulltext>true</fulltext><rsrctype>article</rsrctype><creationdate>2020</creationdate><recordtype>article</recordtype><sourceid>ESBDL</sourceid><sourceid>DOA</sourceid><recordid>eNpNkc1q3DAUhU1poSHNE2Qj6KIrT_VrS8vBTNPAQApu1kK-vgoaHHkq2YXpos9eOw6hQqCro_sdIZ2iuGV0xxg1X_dNc2jbHaec7rgxlajYu-KKs8qUQonq_X_1x-Im5xNdhl4kVV8Vf_fRDZc_IT6Rdpp7jFP-QlocfPkDE-B5CmMkoyftDIA5Exd7ckSX4kocvEeYwm-M69FjXrU79xx8APcChrgA5CEOISJpLh2mjDCnMF1IM87L5lPxwbsh483rel08fjv8bL6Xx4e7-2Z_LEEqPZUKKiegR16ZvgchO-lBawqd0NQ5ib1ToMCgY6aqHeVQCV1j3zEUkndeievifvPtR3ey5xSeXbrY0QX7Iozpybo0BRjQInLmO6XAUSprpo3UnXe97rjSy1y9Pm9e5zT-mjFP9rS8ZfnGbLlUUnJN6dolti5IY84J_dutjNo1N7vlZtfc7GtuC3W7UQER3whDTa2NEf8A6oeV_Q</recordid><startdate>2020</startdate><enddate>2020</enddate><creator>Ros, S.</creator><creator>Gonzalez, S.</creator><creator>Robles, A.</creator><creator>Tobarra, LL</creator><creator>Caminero, A.</creator><creator>Cano, Jesus</creator><general>IEEE</general><general>The Institute of Electrical and Electronics Engineers, Inc. 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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. 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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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