Journal of Education and Learning (EduLearn)
Vol 12, No 1: February 2018

Evaluation of Game-Based Learning in Cybersecurity Education for High School Students

Ge Jin (Purdue University Northwest)
Manghui Tu (Purdue University Northwest)
Tae-Hoon Kim (Purdue University Northwest)
Justin Heffron (Purdue University Northwest)
Jonathan White (Purdue University Northwest)



Article Info

Publish Date
01 Feb 2018

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.

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Journal Info

Abbrev

EduLearn

Publisher

Subject

Humanities Education Library & Information Science Social Sciences Other

Description

Journal of Education and Learning (EduLearn) ISSN: 2089-9823, e-ISSN 2302-9277 is a multi-disciplinary, peer-refereed open-access international journal which has been established for the dissemination of state-of-the-art knowledge in the field of education, teaching, development, instruction, ...