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...

Full description

Bibliographic Details
Main Authors: S. Ros, S. Gonzalez, A. Robles, LL. Tobarra, A. Caminero, Jesus Cano
Format: Article
Language:English
Published: IEEE 2020-01-01
Series:IEEE Access
Subjects:
Online Access:https://ieeexplore.ieee.org/document/9097899/
_version_ 1818619827572441088
author S. Ros
S. Gonzalez
A. Robles
LL. Tobarra
A. Caminero
Jesus Cano
author_facet S. Ros
S. Gonzalez
A. Robles
LL. Tobarra
A. Caminero
Jesus Cano
author_sort S. Ros
collection DOAJ
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.
first_indexed 2024-12-16T17:43:40Z
format Article
id doaj.art-ee21fb55ca004718948bfad8b2582585
institution Directory Open Access Journal
issn 2169-3536
language English
last_indexed 2024-12-16T17:43:40Z
publishDate 2020-01-01
publisher IEEE
record_format Article
series IEEE Access
spelling doaj.art-ee21fb55ca004718948bfad8b25825852022-12-21T22:22:32ZengIEEEIEEE Access2169-35362020-01-018977189772810.1109/ACCESS.2020.29963619097899Analyzing Students’ Self-Perception of Success and Learning Effectiveness Using Gamification in an Online Cybersecurity CourseS. Ros0https://orcid.org/0000-0001-6330-4958S. Gonzalez1A. Robles2LL. Tobarra3A. Caminero4Jesus Cano5Department of Communications and Control Systems, National Distance Education University (UNED), Madrid, SpainDepartment of Communications and Control Systems, National Distance Education University (UNED), Madrid, SpainDepartment of Communications and Control Systems, National Distance Education University (UNED), Madrid, SpainDepartment of Communications and Control Systems, National Distance Education University (UNED), Madrid, SpainDepartment of Communications and Control Systems, National Distance Education University (UNED), Madrid, SpainFaculty of Law, CEU San Pablo University, Madrid, SpainThis 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.https://ieeexplore.ieee.org/document/9097899/Distance educationdropouteducational gameslearning effectiveness
spellingShingle S. Ros
S. Gonzalez
A. Robles
LL. Tobarra
A. Caminero
Jesus Cano
Analyzing Students’ Self-Perception of Success and Learning Effectiveness Using Gamification in an Online Cybersecurity Course
IEEE Access
Distance education
dropout
educational games
learning effectiveness
title Analyzing Students’ Self-Perception of Success and Learning Effectiveness Using Gamification in an Online Cybersecurity Course
title_full Analyzing Students’ Self-Perception of Success and Learning Effectiveness Using Gamification in an Online Cybersecurity Course
title_fullStr Analyzing Students’ Self-Perception of Success and Learning Effectiveness Using Gamification in an Online Cybersecurity Course
title_full_unstemmed Analyzing Students’ Self-Perception of Success and Learning Effectiveness Using Gamification in an Online Cybersecurity Course
title_short Analyzing Students’ Self-Perception of Success and Learning Effectiveness Using Gamification in an Online Cybersecurity Course
title_sort analyzing students x2019 self perception of success and learning effectiveness using gamification in an online cybersecurity course
topic Distance education
dropout
educational games
learning effectiveness
url https://ieeexplore.ieee.org/document/9097899/
work_keys_str_mv AT sros analyzingstudentsx2019selfperceptionofsuccessandlearningeffectivenessusinggamificationinanonlinecybersecuritycourse
AT sgonzalez analyzingstudentsx2019selfperceptionofsuccessandlearningeffectivenessusinggamificationinanonlinecybersecuritycourse
AT arobles analyzingstudentsx2019selfperceptionofsuccessandlearningeffectivenessusinggamificationinanonlinecybersecuritycourse
AT lltobarra analyzingstudentsx2019selfperceptionofsuccessandlearningeffectivenessusinggamificationinanonlinecybersecuritycourse
AT acaminero analyzingstudentsx2019selfperceptionofsuccessandlearningeffectivenessusinggamificationinanonlinecybersecuritycourse
AT jesuscano analyzingstudentsx2019selfperceptionofsuccessandlearningeffectivenessusinggamificationinanonlinecybersecuritycourse