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The use of computer games for teaching and learning cybersecurity in higher education institutions

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  • Additional Information
    • Publication Information:
      Elsevier BV
    • Publication Date:
      2021
    • Collection:
      ScienceDirect (Elsevier - Open Access Articles via Crossref)
    • Abstract:
      In higher education, teaching cybersecurity concepts to students such as encryption-based security protocols is a challenging task, but it is fundamental for personal and national security. One of the reasons for this is related to the inadequate mathematical knowledge of students, which limits their understanding of the cryptographic algorithms underlying the protocols. Therefore, higher education institutions are seeking out engaging and effective strategies for developing students’ skills in this area. The aim of this research is to explore the use and potential effectiveness of game-based learning to assist in the teaching and learning of cybersecurity concepts in higher education. It contributes to the literature by raising public interest in cybersecurity and helping learners to understand suitable and safe behaviors online. It also offers a systematic overview of game-based learning tools that have been used in previous studies to improve students’ understanding of cryptographic algorithms. This research also presents a framework for the effective teaching of cryptography in higher education, relying on animation and gamification.
    • Accession Number:
      10.36909/jer.v9i3a.10943
    • Online Access:
      https://doi.org/10.36909/jer.v9i3a.10943
    • Accession Number:
      edsbas.E4142A1F