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

Ge Jin, Manghui Tu, Tae-Hoon Kim, Justin Heffron, Jonathan White


The increasing demand for global cybersecurity workforce made it a critical mission for universities and colleges to attract and train next generation of cybersecurity professionals. To address this issue, Purdue University Northwest (PNW) launched high school summer camps to 181 high school students, with 51.3% underrepresented minority ratio. PNW summer camp activities were delivered in the format of game based learning and hands-on labs. Four cybersecurity education games were developed to teach social engineering, cyber-attack and defense methods, secure online behavior, and cybersecurity principles. Survey result of 154 camp participants indicated that the cybersecurity education games were very effective in cybersecurity awareness training. Further analysis of survey data revealed that the gamification of cybersecurity education to raise students’ interests in computer science and cybersecurity was more effective in male high school students than in female students.


Cybersecurity, Cybersecurity education, Game-based learning, Gamification


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DOI: http://dx.doi.org/10.11591/edulearn.v12i1.7736


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