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Gamification for Teaching and Learning Computer Security in Higher Education
Z. Cliffe Schreuders and Emlyn Butterfield, Leeds Beckett University
In many cases students in higher education are driven by assessments and achievements rather than the “learning journey” that can be achieved through full engagement with provided material. Novel approaches are needed to improve engagement in and out of class time, and to achieve a greater depth of learning. Gamification, “the use of game design elements in nongame contexts”, has been applied to higher education to improve engagement, and research also suggests that serious games can be used for gamesbased learning, providing simulated learning environments and increasing motivation.
This paper presents the design and evaluation of a gamified computer security module, with a unique approach to assessed learning activities. Learning activities (many developed as open educational resources (OER)) and an assessment structure were developed. A new free and open source software (FOSS) virtual learning environment (VLE) was implemented, which enables the use of three types of experience points (XP), and a semiautomated marking scheme for timely, clear, transparent, and feedbackoriented marking.
The course and VLE were updated and evaluated over two years. Qualitative and descriptive results were positive and encouraging. However, ultimately the increased satisfaction was not found to have statistical significance on quantitative measurements of motivation, and the teaching workload of the gamified module was noteworthy.
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author = {Z. Cliffe Schreuders and Emlyn Butterfield},
title = {Gamification for Teaching and Learning Computer Security in Higher Education},
booktitle = {2016 USENIX Workshop on Advances in Security Education (ASE 16)},
year = {2016},
address = {Austin, TX},
url = {https://www.usenix.org/conference/ase16/workshop-program/presentation/schreuders},
publisher = {USENIX Association},
month = aug
}
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