Gamification: 20 years on, what have we learned?
Open Access
Article
Conference Proceedings
Authors: Holly Aldred
Abstract: Gamification has gained significant traction and attention over the last decade, though the term goes back over two decades, and the application of the principles themselves likely pre-date the term itself. Establishing a widely accepted definition of gamification and classification of the underpinning principles is still ongoing; this paper considers three proposed models, and their unique contributions to research into gamification, particularly in the cyber environment.We then examine a case study in cyber-security gamification, assessing the performance of the Cyber Explorer’s programme – a UK government sponsored initiative, which aims to utilise gamification to enhance cyber security education in UK based 11–14-year-olds. We examine how the various gamification principles have been applied, their effectiveness and implications for cyber security education.The resulting analysis and discussion highlight a need for more research into the effectiveness of gamification in sub-populations, to examine the impact of gamification elements on learning effectiveness rather than motivation, and to identify the specific gamification mechanisms which are most effective in the cyber security learning arena.
Keywords: Gamification, cyber, cybersecurity
DOI: 10.54941/ahfe1004776
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