Digital educational escape rooms as a novel approach to cybersecurity education: An empirical study on learner perceptions of usefulness and usability

IF 5.8 Q1 PSYCHOLOGY, EXPERIMENTAL
Thomas Keller , Josef Guggemos , Julia Warwas
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引用次数: 0

Abstract

With the increasing number and severity of cybersecurity incidents, programs for security education, training, and awareness (SETA) have become essential components of organizational and educational strategies to promote information-secure behavior at the workplace. While traditional training is often perceived as uninspiring and tedious, digital educational escape rooms (DEERs) are a promising tool that combines immersive, game-based learning with authentic problem scenarios to improve cybersecurity skills. Despite their growing popularity in cybersecurity education, key acceptance factors of DEERs have not been systematically investigated. This study applies the technology acceptance model (TAM) to examine how perceived usefulness and perceived ease of use affect the intentions of target learner groups to engage with DEERs in SETA programs. A total of 217 participants, comprising trainees, students, and employees, played one randomly selected DEER from a set of three on password management, privacy and data security, and social engineering. After completion, participants evaluated the learning environment using a standardized TAM-based questionnaire. Structural equation modeling revealed that perceived usefulness was the strongest predictor of learners’ intentions to engage with DEERs. Perceived ease of use influenced engagement intention directly and indirectly by positively affecting perceived usefulness. Multigroup analysis revealed no significant differences across age, gender, professional background, or DEER scenario. These findings highlight the importance of balancing ease of use with the extent to which learners perceive the content to be meaningful, important, and relevant to their professional context in order to ensure acceptance and effective integration of DEERs into SETA programs.
数字教育密室作为网络安全教育的新途径:学习者有用性和可用性感知的实证研究
随着网络安全事件的数量和严重程度的增加,安全教育、培训和意识(SETA)计划已成为促进工作场所信息安全行为的组织和教育战略的重要组成部分。虽然传统的培训通常被认为是乏味乏味的,但数字教育逃生室(DEERs)是一种很有前途的工具,它将沉浸式、基于游戏的学习与真实的问题场景相结合,以提高网络安全技能。尽管deer在网络安全教育中越来越受欢迎,但其关键接受因素尚未得到系统调查。本研究采用技术接受模型(TAM)来研究感知有用性和感知易用性如何影响目标学习者群体在SETA项目中与deer互动的意图。共有217名参与者,包括实习生、学生和员工,从一组三组中随机选择一组进行了关于密码管理、隐私和数据安全以及社会工程的测试。完成后,参与者使用标准化的基于tam的问卷来评估学习环境。结构方程模型显示,感知有用性是学习者参与DEERs意图的最强预测因子。感知易用性通过正向影响感知有用性直接和间接影响参与意向。多组分析显示,年龄、性别、职业背景或DEER场景之间无显著差异。这些发现强调了平衡易用性与学习者认为内容有意义、重要和与他们的专业背景相关的程度的重要性,以确保deer被接受并有效地整合到SETA项目中。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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CiteScore
7.80
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