Engaging Students in Basic Cybersecurity Concepts Using Digital Game-Based Learning: Computer Games as Virtual Learning Environments

Engaging Students in Basic Cybersecurity Concepts Using Digital Game-Based Learning: Computer Games as Virtual Learning Environments
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使用基于数字游戏的学习让学生了解基本的网络安全概念:计算机游戏作为虚拟学习环境

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发表时间:
2020
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通讯作者:
E. Magkos
E. Magkos
中科院分区:
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文献类型:
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作者:
Stylianos Karagiannis;E. Magkos

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使用游戏化元素或基于游戏的学习(GBL)方法教授各种主题是当今的一种最高趋势。游戏化在这个方向上取得了很大的成果,然而,对于学习过程的有效性,GBL方法的使用还没有得到充分的研究。这项研究考察了如何应用教学设计,以及电脑游戏如何成为一个学习环境,以获得基本的网络安全主题的基本技能和经验。朝着这一方向,本研究渴望发现如何将设计为模拟的特定计算机游戏转化为虚拟学习环境,并通过提高本科生对网络安全主题的动机和参与度来增强学习过程。电脑游戏适合于创建特定于网络安全的有效虚拟学习环境,提供积极的学习结果。更具体地说,在这项研究中,评估了一款商业电脑游戏在学习过程中使用GBL的有效性。这种方法的结果是一种学习体验,在参与方面具有积极的结果,在感知学习方面具有明显的影响。在本研究中,使用ARCS动机模型来评估动机水平,并调查与感知学习、知识和技能获得相关的潜在属性。
Teaching various topics using gamification elements or Game-Based Learning (GBL) methods is a top trend nowadays. Gamification has shown great results towards this direction, however, the usage of GBL methods has not been sufficiently studied for the effectiveness of the learning process. This study examines how instructional design could be applied and how computer games could be a learning environment for acquiring the basic skills and experience in fundamental cybersecurity topics. Towards this direction, this research aspires to discover how specific computer games, designed as simulations, could be converted into virtual learning environments and enhance the learning process, by increasing the levels of motivation and engagement of undergraduate students in the topics of cybersecurity. Computer games are appropriate for creating effective virtual learning environments specific to cybersecurity, providing positive learning outcomes. More specifically, in this study a commercial computer game is evaluated for the effectiveness of using GBL to the learning process. The result of this approach is a learning experience, featuring positive outcomes in terms of engagement and distinct impact in terms of perceived learning. For this study, the ARCS motivation model was used, for evaluating motivation levels and for investigating potential attributes which are related to perceived learning, knowledge and skill acquisition.