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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Establishing the Sociology and Cybersecurity Nexus Through Experiential Learning: Cybersecurity Innovation on a HBCU Campus.
This article examines the integration of cybersecurity into the sociology curriculum at a HBCU. The article is based on two of the twenty-six modules that were created and taught in a three-year project. The research questions are: • Is there increased cybersecurity awareness after the infusion of the Password and Phishing Modules? • Is there a relationship between the use of experiential pedagogy and learning outcomes? The socio-cybersecurity modules are grounded in Vygotsky’s experiential learning theory. The methodology included a pre-test survey of cybersecurity awareness, the module’s lecture and experiential activities, then a post-test survey of cybersecurity awareness. T-test analysis was performed on the data obtained from quasi-experimental survey data. Content analysis was performed on in-class assignments. Students found the experiential pedagogy helpful and demonstrated their new knowledge. Significant pedagogical research is occurring with African American students. Traditionally, this population has been sidelined in the digital race and its new employment opportunities. When exposed to cyber-education their learning outcomes are primarily significant.
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- Award ID(s):
- 1956428
- PAR ID:
- 10429311
- Date Published:
- Journal Name:
- The Journal of Negro education
- Volume:
- 91
- Issue:
- 2
- ISSN:
- 0022-2984
- Page Range / eLocation ID:
- 213-224
- Format(s):
- Medium: X
- Sponsoring Org:
- National Science Foundation
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