Location
Online
Event Website
https://hicss.hawaii.edu/
Start Date
3-1-2023 12:00 AM
End Date
7-1-2023 12:00 AM
Description
Gamified learning management systems (LMS) can be effective in case game-design elements (GDE) address users’ motivation to engage with the topic and lower barriers to learning. In the context of Security Education, Training, and Awareness (SETA) programs, gamification is stated to be a major success factor. However, there is scarce research about the relationship between GDE and learning outcomes such as information security awareness. The evaluation of GDE regarding the application context is important because inappropriate gamified approaches can lead to negative outcomes, e.g., anxiety or inappropriate behavior. Thus, we first derive narrative and team leaderboard (TL) as appropriate GDE for the context of SETA. Second, Spearman correlation analyses indicate positive significant relationships between the experience of narrative and team leaderboard with information security awareness. Therefore, we implicate integrating narrative and team leaderboard within an LMS in the context of SETA programs.
Recommended Citation
Brehmer, Martin and Reinelt, Ramona, "Gamifying a Learning Management System: Narrative and Team Leaderboard in the Context of Effective Information Security Education" (2023). Hawaii International Conference on System Sciences 2023 (HICSS-56). 4.
https://aisel.aisnet.org/hicss-56/cl/teaching_and_learning_technologies/4
Gamifying a Learning Management System: Narrative and Team Leaderboard in the Context of Effective Information Security Education
Online
Gamified learning management systems (LMS) can be effective in case game-design elements (GDE) address users’ motivation to engage with the topic and lower barriers to learning. In the context of Security Education, Training, and Awareness (SETA) programs, gamification is stated to be a major success factor. However, there is scarce research about the relationship between GDE and learning outcomes such as information security awareness. The evaluation of GDE regarding the application context is important because inappropriate gamified approaches can lead to negative outcomes, e.g., anxiety or inappropriate behavior. Thus, we first derive narrative and team leaderboard (TL) as appropriate GDE for the context of SETA. Second, Spearman correlation analyses indicate positive significant relationships between the experience of narrative and team leaderboard with information security awareness. Therefore, we implicate integrating narrative and team leaderboard within an LMS in the context of SETA programs.
https://aisel.aisnet.org/hicss-56/cl/teaching_and_learning_technologies/4