Gamification: 20 years on, what have we learned?
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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