{"title":"基于usb的攻击的故事驱动的游戏化教育","authors":"Vasco Rikkers, Dipti Kapoor Sarmah","doi":"10.1007/s12528-023-09392-z","DOIUrl":null,"url":null,"abstract":"Abstract In recent years, gamification has seen a rise in usage for cyber-security training, with some of the most used elements being story and narrative. Yet there seems to be a lack of research on story-based gamification as well as how this type of gamification affects a training’s effectiveness. The goal of this study was to test the effectiveness of story-driven gamification in the prevention of USB-based attacks among students. To do this a story-driven gamified training was designed and deployed among students. It was found that story-elements were perceived to have a positive impact on the effectiveness of gamification. Testing the game showed that adding elements such as a guide and introducing characters caused the game to be more engaging and participants to learn more. Even to the extent that it was stated to be better than other gamification attempts lacking a focus on narrative. Because this research focuses on just story-elements and not other often used gamification elements such as rewards and leaderboards, it creates a clear image of how they should be used. It aids the design of a gamified training by showing what questions need to be answered to make story-elements work as effectively as possible towards the goal of the training. This also provides a foothold for future frameworks that could be made in regard to the usage of story-elements in gamification and education. During the research, there were also some questions raised that could be researched further such as a difference in results between participants with different study backgrounds.","PeriodicalId":15404,"journal":{"name":"Journal of Computing in Higher Education","volume":"47 1","pages":"0"},"PeriodicalIF":4.5000,"publicationDate":"2023-10-09","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":"{\"title\":\"A story-driven gamified education on USB-based attack\",\"authors\":\"Vasco Rikkers, Dipti Kapoor Sarmah\",\"doi\":\"10.1007/s12528-023-09392-z\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"Abstract In recent years, gamification has seen a rise in usage for cyber-security training, with some of the most used elements being story and narrative. Yet there seems to be a lack of research on story-based gamification as well as how this type of gamification affects a training’s effectiveness. The goal of this study was to test the effectiveness of story-driven gamification in the prevention of USB-based attacks among students. To do this a story-driven gamified training was designed and deployed among students. It was found that story-elements were perceived to have a positive impact on the effectiveness of gamification. Testing the game showed that adding elements such as a guide and introducing characters caused the game to be more engaging and participants to learn more. Even to the extent that it was stated to be better than other gamification attempts lacking a focus on narrative. Because this research focuses on just story-elements and not other often used gamification elements such as rewards and leaderboards, it creates a clear image of how they should be used. It aids the design of a gamified training by showing what questions need to be answered to make story-elements work as effectively as possible towards the goal of the training. This also provides a foothold for future frameworks that could be made in regard to the usage of story-elements in gamification and education. During the research, there were also some questions raised that could be researched further such as a difference in results between participants with different study backgrounds.\",\"PeriodicalId\":15404,\"journal\":{\"name\":\"Journal of Computing in Higher Education\",\"volume\":\"47 1\",\"pages\":\"0\"},\"PeriodicalIF\":4.5000,\"publicationDate\":\"2023-10-09\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"0\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"Journal of Computing in Higher Education\",\"FirstCategoryId\":\"1085\",\"ListUrlMain\":\"https://doi.org/10.1007/s12528-023-09392-z\",\"RegionNum\":2,\"RegionCategory\":\"教育学\",\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"Q1\",\"JCRName\":\"EDUCATION & EDUCATIONAL RESEARCH\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"Journal of Computing in Higher Education","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1007/s12528-023-09392-z","RegionNum":2,"RegionCategory":"教育学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"Q1","JCRName":"EDUCATION & EDUCATIONAL RESEARCH","Score":null,"Total":0}
A story-driven gamified education on USB-based attack
Abstract In recent years, gamification has seen a rise in usage for cyber-security training, with some of the most used elements being story and narrative. Yet there seems to be a lack of research on story-based gamification as well as how this type of gamification affects a training’s effectiveness. The goal of this study was to test the effectiveness of story-driven gamification in the prevention of USB-based attacks among students. To do this a story-driven gamified training was designed and deployed among students. It was found that story-elements were perceived to have a positive impact on the effectiveness of gamification. Testing the game showed that adding elements such as a guide and introducing characters caused the game to be more engaging and participants to learn more. Even to the extent that it was stated to be better than other gamification attempts lacking a focus on narrative. Because this research focuses on just story-elements and not other often used gamification elements such as rewards and leaderboards, it creates a clear image of how they should be used. It aids the design of a gamified training by showing what questions need to be answered to make story-elements work as effectively as possible towards the goal of the training. This also provides a foothold for future frameworks that could be made in regard to the usage of story-elements in gamification and education. During the research, there were also some questions raised that could be researched further such as a difference in results between participants with different study backgrounds.
期刊介绍:
Journal of Computing in Higher Education (JCHE) contributes to our understanding of the design, development, and implementation of instructional processes and technologies in higher education. JCHE publishes original research, literature reviews, implementation and evaluation studies, and theoretical, conceptual, and policy papers that provide perspectives on instructional technology’s role in improving access, affordability, and outcomes of postsecondary education. Priority is given to well-documented original papers that demonstrate a strong grounding in learning theory and/or rigorous educational research design.