Author ORCID Identifier
J.B. (Joo Baek) Kim: https://orcid.org/0000-0003-4220-1831
Chen Zhong: https://orcid.org/0000-0003-2547-941X
Hong Liu: https://orcid.org/0000-0002-8314-7969
Abstract
Gamification is a popular learning technique that can be employed to enhance learner’s interest in their careers by presenting them with realistic scenarios and practical problem-solving experiences. However, the effectiveness of this method has not been fully investigated in the context of cybersecurity learning. This study aims to systematically assess the impact of gamification on cybersecurity learning. Through a multi-study approach, we conducted a four-semester-long experiment to integrate gamification into an undergraduate cybersecurity course, comparing learning outcomes in gamified and traditional labs as well as analyzing learners’ perceptions, motivation, and career interests in gamified cybersecurity lab experiences. In addition, qualitative interviews reveal how students interact with these labs and identify game elements that significantly impact their learning experience. Our findings provide theoretical contributions by expanding the literature on gamification's role in cybersecurity learning and practical strategies for seamlessly incorporating gamification into cybersecurity learning experience.
Recommended Citation
Kim, J., Zhong, C., & Liu, H. (In press). The Impact of Gamification on Cybersecurity Learning: Multi-Study Analysis. Communications of the Association for Information Systems, 56, pp-pp. Retrieved from https://aisel.aisnet.org/cais/vol56/iss1/6
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