4,932 research outputs found

    Best of Both Worlds: The Inclusion of Gamification in Virtual Lab Environments to Increase Educational Value

    Get PDF
    Previous research investigating gamification and virtual laboratories has suggested that both are successful in educational outcomes, but few have looked at both gamification and virtual labs in tandem. This research explores the idea of investigating both contexts within one unified platform. We examine whether using gamification within virtual labs is effective in enhancing learners’ educational performance. Particularly, we employ leaderboards as a motivational gamification mechanism for more engagement and participation that can result in higher learning outcomes. Using a sample of students, our results show that utilization of gamification within a virtual lab environment causes students to exhibit higher performance in terms of more task accomplishments (specifically more complex tasks) and higher self-efficacy. The current findings show promising evidence on the positive influence of gamification within virtual lab learning environments

    Inclusion of Gamification Elements in the Context of Virtual Lab Environments to Increase Educational Value

    Get PDF
    Previous research on gamification and virtual laboratories has suggested that both produce successful educational outcomes, but few studies have looked at both gamification and virtual labs in tandem. Drawing on social cognitive theory, we investigate gamification in the virtual labs’ context to examine whether learners’ educational performance is enhanced. In particular, we employ leaderboards as a motivational gamification mechanism for more engagement and participation that can result in higher learning outcomes. Using a student sample, our results show that using gamification within a virtual lab environment results in higher student performance; specifically, it helps them complete more-complex tasks and increases their self-efficacy. Our findings show promising evidence that gamification in virtual lab learning environments positively influences learning

    Reuse potential assessment framework for gamification-based smart city pilots

    Get PDF
    The paper proposes a unified framework for assessing the re-use potential for the Smart Engagement Pilot currently being realized in the city of Ghent (Belgium). The pilot aims to stimulate the digital engagement in users (citizens) by involving them in online and offline communities, and increasing the social capital through the use of ICT (Information and Communications Technology). To engage the citizens, the pilot makes use of Gamification based entities (intelligent wireless sensors) embedded in public hardware, through which innovative games are organized in places of interest (neighbourhood, parks, schools, etc.). Once finished, this pilot will be re-used in other European cities under the context of CIP SMART IP project. Since, the success of a pilot in one city doesn't guarantee its success in the other, an objective socio-economic-organizational reuse assessment becomes critical. To do this assessment, we propose a framework, which uses a Key Performance Indicator (KPI) based scorecard to determine the roadblocks and battlefields that could deter such a transition

    Gamification for Teaching and Learning Computer Security in Higher Education

    Get PDF
    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

    Exploring indicators of engagement: applications for gamification of online training systems

    Get PDF
    In recent years, gamification is being used in business organization for an increased employee engagement in the work place. However, less has been said about engagement of employees in online training to learn new skills and knowledge that may help or improve status quo in the organization. This paper explores the engagement indicators and game elements that may foster employee engagement in online training. The study employs an iterative step-by-step methodology that is used in information technology for the development of artefacts. As a result, a framework to implement the gamification technique in online training is proposed. The framework consists of a gamification construct that contains a set of commonly used game elements such as points, levels, challenges, rewards, competition, progress bar, leaderboard, badges, and feedback. The framework also contains three engagement dimensions including behavioural, emotional, and cognitive dimensions. To achieve the main objective of the study, an iterative process used by information technology researchers to develop new artefacts and their constructs is employed. As for the formulation of the hypothesis, for the evaluation of gamification’s influence on employee engagement when attending an online training, Technology Acceptance Model (TAM) is employed

    Gamificação aplicada à formação em cibersegurança de profissionais de saúde: uma prova de conceito

    Get PDF
    Mestrado em Gestão e Avaliação de Tecnologias em SaúdeIntrodução: O sector da saúde é fortemente afetado pelo cibercrime, com as principais técnicas de ataque a serem direcionadas para os utilizadores. Por isso, os profissionais de saúde têm um papel fundamental na minimização destes ataques, quando devidamente treinados. As estratégias de formação gamificada em cibersegurança têm resultados bastante positivos ao nível da aquisição e retenção de conhecimento, tendo vantagens ao nível da gestão dos recursos e do tempo. Objetivos: Descrever o estado da arte relacionado com o impacto da cibersegurança no sector da saúde e com a gamificação; identificar os componentes associados ao desenvolvimento de soluções de gamificação; comparar as plataformas de gamificação existentes; definir uma metodologia de gamificação adequada para a formação em cibersegurança de profissionais de saúde e desenvolver uma ferramenta de gamificação para a sensibilização em cibersegurança de profissionais de saúde. Metodologia: Desenvolveu-se uma metodologia de gamificação para a formação em cibersegurança dos profissionais de saúde. Foi igualmente desenvolvido um protótipo da estratégia de formação gamificada, específica para o setor da saúde, onde consta um piloto da aplicação (Health-Cy-Game). Resultados: Desenvolvimento do protótipo da estratégia de formação gamificada – Health-Cy-Game – de acordo com o perfil de conhecimentos estabelecido: conhecimento geral de tecnologia; autenticação e gestão de palavras-passe; técnicas de ciberataques dirigidas ao sector da saúde; gestão da informação; manutenção e atualização de software, e procedimentos e regulamentos em cibersegurança das instituições de saúde. Disposições finais: No setor da saúde, a cibersegurança deverá constituir uma preocupação central dos planos estratégicos de segurança e qualidade dos cuidados. Para atingir este estado de segurança, é preciso munir os utilizadores da tecnologia de conhecimento adequados. “Health-Cy-Game” foi construído tendo em conta o perfil de competências destes profissionais e as especificidades deste sector, de acordo com o Referencial de Competências e Conhecimentos do Centro Nacional de Cibersegurança e as escalas Risky Cybersecurity Behaviours Scale (RsCB) e Security Behaviour Intentions Scale (SeBIS).ABSTRACT - Introduction: The healthcare sector is heavily affected by cybercrime, with the majority of techniques used being addressed to its users. Health professionals have a key role in minimizing these attacks when properly trained. Gamified training strategies in cybersecurity have very positive results in terms of knowledge acquisition and retention, with advantages in terms of resources and time management. Objectives: To describe the state-of-the-art related to the impact of cybersecurity in the health sector and with gamification; identify the components associated with the development of gamification solutions; compare existing gamification platforms; define an appropriate gamification methodology for training health professionals in cybersecurity and develop a gamification tool to raise awareness of cybersecurity among health professionals. Methodology: A gamification methodology was developed for training health professionals in cybersecurity. A prototype of the gamified training strategy, specific for the health sector, was also developed, which contains a pilot application (Health-Cy-Game). Results: Development of the prototype of the gamified training strategy – Health-Cy-Game – according to the knowledge profile established: general knowledge of technology; authentication and password management; cyberattack techniques targeting the health sector; information management; maintenance and updating of software, and procedures and regulations in cybersecurity of health institutions. Final Provisions: In the healthcare sector, cybersecurity must be a central concern of strategic plans addressed to safety and quality of care. To achieve this state of security, it is necessary to provide adequate training to healthcare professionals. “Health-Cy-Game” was built taking into account the skills profile of these professionals and the specificities of this sector, in accordance with Centro Nacional de Cibersegurança’s roadmap “Competências e Conhecimentos”, the Risky Cybersecurity Behaviours Scale (RsCB) and Security Behaviour Intentions Scale (SeBIS).N/

    Teaching Tip: What You Need to Know about Gamification Process of Cybersecurity Hands-on Lab Exercises: Lessons and Challenges

    Get PDF
    Cybersecurity education is becoming increasingly important in modern society, and hands-on practice is an essential element. Although instructors provide hands-on labs in their cybersecurity courses, traditional lab exercises often fail to effectively motivate students. Hence, many instructors desire to incorporate gamification in hands-on training to engage and motivate cybersecurity students, especially beginner learners. Given the dearth of guiding examples, this paper aims to describe the holistic process of converting traditional cybersecurity hands-on lab exercises to gamified lab exercises in an undergraduate network security course. We find that the gamified cybersecurity lab promotes students’ engagement, learning experience, and learning outcomes. The results show the positive acceptance of gamification by students as well as instructors. While gamification has been used in competitions and training, the success in the classroom and students’ desire for more gamification show that further investment in gamification will be more important in the classroom. We expect this paper to help instructors who are interested in gamification 1) convert traditional lab exercises to gamified labs; 2) estimate the extra workload and potential benefits; and 3) plan resources for implementation. This process is applicable to any cybersecurity courses with hands-on assignments

    The Industry and Policy Context for Digital Games for Empowerment and Inclusion:Market Analysis, Future Prospects and Key Challenges in Videogames, Serious Games and Gamification

    Get PDF
    The effective use of digital games for empowerment and social inclusion (DGEI) of people and communities at risk of exclusion will be shaped by, and may influence the development of a range of sectors that supply products, services, technology and research. The principal industries that would appear to be implicated are the 'videogames' industry, and an emerging 'serious games' industry. The videogames industry is an ecosystem of developers, publishers and other service providers drawn from the interactive media, software and broader ICT industry that services the mainstream leisure market in games, The 'serious games' industry is a rather fragmented and growing network of firms, users, research and policy makers from a variety of sectors. This emerging industry is are trying to develop knowledge, products, services and a market for the use of digital games, and products inspired by digital games, for a range of non-leisure applications. This report provides a summary of the state of play of these industries, their trajectories and the challenges they face. It also analyses the contribution they could make to exploiting digital games for empowerment and social inclusion. Finally, it explores existing policy towards activities in these industries and markets, and draws conclusions as to the future policy relevance of engaging with them to support innovation and uptake of effective digital game-based approaches to empowerment and social inclusion.JRC.J.3-Information Societ
    corecore