对网络安全素养游戏化的看法:教育项目的社会可持续性

IF 0.1 Q4 EDUCATION & EDUCATIONAL RESEARCH
J. Morais, Jorge Simões, Justino Lourenço, Sérgio Sargo
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引用次数: 0

摘要

2019冠状病毒病大流行既激发了关于使用IT相关教学工具的讨论,也激发了学生群体暴露于与网络安全素养相关的脆弱性。本研究基于以下假设:将游戏化作为一种促进数字环境中学习的元素或工具是可行的,更具体地说,可以作为学生,特别是高等教育学生的网络安全相关问题的教学元素。为了量化学生对这种工具路径的开放程度,使用了定量方法,并在两所理工学院(PI)进行了一项调查,获得了95名学生的样本,并寻求对创建游戏场景产生的积极影响的看法,以更好地学习。统计分析对游戏化和网络安全的表征和实践进行了检验假设。结果表明,无论他们的高等教育课程如何,学生都清楚地了解什么是游戏化及其目标,并且学生根据他们的高等教育课程采取了良好的网络安全实践。最后一个结果与游戏化可以而且应该用于网络安全素养的假设相一致。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Perceptions on gamification towards cybersecurity literacy: social sustainability of educative projects
Covid19 pandemic has stimulated both the discussion on the use of IT related teaching tools and the exposure of the student population to vulnerabilities linked to cybersecurity literacy. The study presented is based on the assumption that the use of gamification as an element or tool that promotes learning within digital environments may be feasible, and more specifically may function as a teaching element on issues related to cybersecurity for students, especially for higher education students. In order to quantify the openness of students to such a tool path, quantitative methodology was used, and a survey was carried out in two Polytechnic Institutions (PI), achieving a sample of 95 students, and seeking perceptions on positive impacts resulting from the creation of a game scenario for better learning. The statistical analysis conducted tested hypotheses regarding representations and practices about gamification and cybersecurity. Results show that students, regardless of their higher education course, clearly understand what Gamification is and its goals, and also that students adopt good cybersecurity practices according to their higher education course. This last result goes accordingly with the supposition that gamification can and should be used in cybersecurity literacy.
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来源期刊
自引率
50.00%
发文量
12
审稿时长
8 weeks
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