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Evaluation of Game-Based Learning in Cybersecurity Education for High School Students Ge Jin; Manghui Tu; Tae-Hoon Kim; Justin Heffron; Jonathan White
Journal of Education and Learning (EduLearn) Vol 12, No 1: February 2018
Publisher : Intelektual Pustaka Media Utama

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (736.119 KB) | DOI: 10.11591/edulearn.v12i1.7736

Abstract

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.
Game based learning for safety and security education Ge Jin; Shoji Nakayama; Manghui Tu
Journal of Education and Learning (EduLearn) Vol 14, No 1: February 2020
Publisher : Intelektual Pustaka Media Utama

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (610.972 KB) | DOI: 10.11591/edulearn.v14i1.14139

Abstract

Safety and security education are important part of technology related education, because of recent number of increase in safety and security related incidents. Game based learning is an emerging and rapidly advancing forms of computer-assisted instruction. Game based learning for safety and security education enables students to learn concepts and skills without the risk of physical injury and security breach. In this paper, a pedestal grinder safety game and physical security game have been developed using industrial standard modeling and game development software. The average score of the knowledge test of grinder safety game was 82%, which is higher than traditional lecture only instruction method. In addition, the survey of physical security game shows 84% average satisfaction ratio from high school students who played the game during the summer camp. The results of these studies indicated that game based learning method can enhance students’ learning without potential harm to the students.
An analysis framework of portable and measurable higher education for future cybersecurity workforce development Feihong Liu; Manghui Tu
Journal of Education and Learning (EduLearn) Vol 14, No 3: August 2020
Publisher : Intelektual Pustaka Media Utama

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (601.929 KB) | DOI: 10.11591/edulearn.v14i3.15810

Abstract

An educated workforce is essential to government and industry, hence the need to provide a high-quality workforce has been crucial in higher education academic program development. In the cybersecurity field, the situation is not quite satisfactory, the reason comes down to the fact that this new industry is lacking a portable and measurable framework to evaluate the efficacy of the academic programs, thus, to provide the industry with the unified high-quality workforce. In this paper, we aim to come up with a design of an analytical framework for portable and measurable academic programs for future workforce development.The ultimate purpose for our research is to develop cybersecurity workforce through the increase of the number of cybersecurity professionals with a 4-year degree, in this project we will develop a seamless pathway for students transferring from 2-year programs such as Ivy Tech Community College of Indiana(Ivy Tech) Cybersecurity AAS program to a 4-year program such as Purdue University Northwest(PNW) CIT program.