Literaturnachweis - Detailanzeige
Autor/inn/en | Khan, Manzoor Ahmed; Merabet, Adel; Alkaabi, Shamma; El Sayed, Hesham |
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Titel | Game-Based Learning Platform to Enhance Cybersecurity Education |
Quelle | In: Education and Information Technologies, 27 (2022) 4, S.5153-5177 (25 Seiten)Infoseite zur Zeitschrift
PDF als Volltext |
Zusatzinformation | ORCID (Khan, Manzoor Ahmed) |
Sprache | englisch |
Dokumenttyp | gedruckt; online; Zeitschriftenaufsatz |
ISSN | 1360-2357 |
DOI | 10.1007/s10639-021-10807-6 |
Schlagwörter | Computer Security; Information Security; Risk; Outcomes of Education; Instructional Materials; Game Based Learning; Ethics; Teaching Methods; Safety; Puzzles; Educational Games; Foreign Countries; Universities; Competition; United Arab Emirates |
Abstract | Computer security competitions have been playing a significant role in encouraging students to get into cybersecurity, as well as enhancing the cybersecurity education system. The level of difficulty of the computer security tasks could be intimidating for most students and learners, one of the reasons there has been a shortage of cybersecurity professionals, in addition to that the lack of technical training and materials. The risks posed by the cyberattacks keep constantly evolving that positions the cybersecurity education as constantly changing area, which are at times hard to teach. Furthermore, the cybersecurity laboratories are hard to setup and the assessment tools are not accurate. This obviously impacts the proper engagement of students and the learning outcomes. To address these issues, we propose a game-based learning platform to enhance cybersecurity education. The platform applies an adapted ARCS motivational model to design and evaluate different challenges, it includes a virtual lab for students with the necessary tools for practice and a web portal where all challenges and learning materials are hosted. The aim is to help students learn at their own pace about different cybersecurity challenges, give them the opportunity to gain hacking skills with ethics taken in mind in a much safer environment. Learning by solving fun puzzles and playing educational games has a huge impact on students' performances in cybersecurity. Although the contributed solution is developed for UAE University, we believe it imparts same gains in similar educational institutes. (As Provided). |
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Erfasst von | ERIC (Education Resources Information Center), Washington, DC |
Update | 2024/1/01 |