Game based learning is a new game play mechanism that the players explore various aspects of game play in a learning context designed by the instructor or the game designer. Nevertheless, general acceptance of game based learning as a new learning paradigm was deferred by a lack of well-controlled, large sample efficacy studies. To address the increasing need of cybersecurity workforce, this paper introduces a game based learning method for high school cybersecurity education. Purdue University Northwest launched GenCyber high school summer camps to about 200 high school students in Chicago metropolitan area. The survey conducted after the summer camp indicated that the game based learning for cybersecurity education was very effective in cybersecurity awareness training. Further analysis of survey data revealed that there is a gender difference in raising students’ interests in cybersecurity and computer science education using game based learning method.
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Development and Evaluation of Cybersecurity Education Games for High School Students
Cybersecurity workforce development is the key to protecting information and information systems, and yet more than 30% of companies are short on security expertise. To address this need, the current authors have developed four cybersecurity education games to teach social engineering, secure online behavior, cyber defense methods, and cybersecurity first principles. These games are intended to recruit the next generation cybersecurity workforce by developing an innovative cybersecurity curriculum and pedagogical methods to provide high school students with hands-on activities in a game-based learning environment. Purdue University Northwest (PNW) offered high school summer camps for 181 high school students in June of 2016 and June of 2017. Out of 181 high school participants, 107 were underrepresented minority students, including African Americans, Hispanics, Asians, and Native Americans. To evaluate the effectiveness of the cybersecurity education games, post-camp surveys were conducted with 154 camp participants. The survey results indicated that the games were very effective in cybersecurity awareness training. Furthermore, the cybersecurity education games were more effective for male students than female students in raising student interest in computer science and cybersecurity.
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- Award ID(s):
- 1723666
- PAR ID:
- 10105765
- Date Published:
- Journal Name:
- International journal of engineering research & innovation
- Volume:
- 10
- Issue:
- 1
- ISSN:
- 2152-4157
- Page Range / eLocation ID:
- 25-35
- Format(s):
- Medium: X
- Sponsoring Org:
- National Science Foundation
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