scholarly journals Evaluation of HackLearn COFELET Game User Experience for Cybersecurity Education

2021 ◽  
Vol 8 (3) ◽  
pp. 3-24
Author(s):  
Menelaos Katsantonis ◽  
Ioannis Mavridis

HackLearn is a scenario-based hacking simulation game for teaching cybersecurity concepts while providing hands-on hacking experiences to the learners. HackLearn design is based on the COFELET framework, which assimilates modern learning theories, well-known cybersecurity standards, and built-in scaffolding and assessment features. Aiming at evaluating the user experience perceived by HackLearn’s users, we describe the process of adopting it in a real educational environment based on the didactic framework for simulation games. Additionally, we present the evaluation methodology elaborated, based on the serious games’ quality characteristics framework. We discuss the evaluation results which indicate that HackLearn is engaging, motivating, usable and effective in teaching cybersecurity concepts and hacking strategies and techniques. The evaluation results revealed the HackLearn’s aspects that can be improved such as the scaffolding feature and the communication mechanism with the game’s back-end facility. The presented work validates and finalizes prior work elaborated on the COFELET framework (e.g., COFELET ontology and the COFELET games life-cycle), whereas it provides directions for future work in the development and evaluation of cybersecurity serious games.

2019 ◽  
Vol 50 (6) ◽  
pp. 848-859
Author(s):  
Jessica Wendorf Muhamad ◽  
Fan Yang

Background. Serious games have the potential to provide benefits that beyonds entertainment value. Recent growth in the empirical research of serious games shows their abilities to deliver prosocial messages. Aim. This study aims to examine the use of games in the management of cultural schemas as well as moderating intercultural sensitivity and intercultural communication competence. Moreover, this study explores how and why simulation games, such as BAFÁ BAFÁ, function as persuasive technologies (PTs) effectively motivating individuals into behavior change. Method. An experimental study with three conditions (game, reading, and control) was conducted to examine the effects of BAFÁ BAFÁ on enhancing participants’ intercultural sensitivity as well as communication competence compared to reading intercultural materials or regular activity. Results. Both intercultural sensitivity and communication competence were measured with multi-dimensional scales, and the results of the multi-variate analyses indicated that the intercultural simulation game BAFÁ BAFÁ can facilitate the increase of participants’ intercultural sensitivity and communication competence.


2019 ◽  
Vol 6 (4) ◽  
pp. 49-66 ◽  
Author(s):  
Maiju Salovaara-Hiltunen ◽  
Katja Heikkinen ◽  
Jaana-Maija Koivisto

Simulation training is an effective way of teaching in healthcare, yet it requires a great deal of time and effort. Virtual gear technology brings us new promising training methods, yet there is very little research data about the user experience and learning in immersive virtual environments. This research was based on the idea that 4D virtual reality simulation games can supplement traditional simulation training and provide consistent training to a wide group of professionals. As learning should be effective, it should also be pleasant enough to motivate professionals for continuous training. Therefore, user experience was emphasized in this study and learning effectiveness was not measured. This study explored the gaming and learning experience, as well as usability, in a multi-phase scenario based on the evidence-based theory of resuscitation. The participants played the scenario and were interviewed immediately afterwards. Their experiences of the 4D virtual simulation game were explored in the context of educational games and general theories of UX. Material from 13 thematic interviews was analyzed by applying a deductive content analysis. The findings suggest that gaming and learning experiences are very individual and vivid. Immersion created by the virtual gear had an essential impact on the overall experience. In addition, authenticity, interaction and feedback were important elements of learning experience. Usability had a major role on the whole. The findings are discussed in relation to earlier studies and actual practise as well as trustworthiness and challenges of overall implications.


1980 ◽  
Vol 2 (1) ◽  
pp. 30-37 ◽  
Author(s):  
James T. Low

Business simulation games allow students to experience applied decision-making in a fashion not provided by other forms of classroom instruction. Well-designed games can give students hands-on experience in decision-making under uncertainty in a competitive environment related to the course content. However, these advantages will be difficult to obtain without careful preparation on the part of the instructor in selecting and implementing games for specific classes. This article provides detailed recommendations regarding the factors which must be considered before introducing a simulation game into a class. Taking these factors into account should enable even the uninformed instructor to successfully use business simulation games and to avoid the pitfalls experienced by instructors who learned of these factors the hard way.


2020 ◽  
Vol 9 (9) ◽  
pp. 155 ◽  
Author(s):  
Sven Ivens ◽  
Monika Oberle

Grounded in a design-based research approach, the aim of this article is to determine whether scientific evaluations help to (a) identify and fix problems in educational interventions and (b) eventually foster a more effective and positive evaluated intervention. Therefore, data from a longer-term evaluation of short digital simulation games about the European Parliament for civic education in schools were used. The data included three cycles of interventions with pre- and post-evaluations starting with the first prototype in 2015/2016 (n = 209), the second cycle in 2017/18 (n = 97), and the last one in 2019/20 (n = 222). After each evaluation, major problems and critiques regarding the simulation game were discussed with the developers, and changes were implemented in the game design. The four most important problems, the processes by which they were improved and the reactions of the participants in the following evaluations are pointed out in the article. A comparison of the last and first evaluation cycle showed an overall improvement of the simulation game regarding its effectiveness in transferring EU knowledge and the participants’ general satisfaction with the simulation game. This study underlines the value of the design-based research approach for developing educational interventions and can be useful for further work on civic education measures and the implementation of digital simulation games.


2021 ◽  
Vol 10 (2) ◽  
pp. 74
Author(s):  
Vít Pászto ◽  
Jiří Pánek ◽  
René Glas ◽  
Jasper van Vught

Simulation games, as a method of playful learning, have been used for more than 70 years in various disciplines with the economy as a leading application field. Their development has been tied with advances in computer science, and nowadays, hundreds of simulation games exist. However, simulation games are not just useful for encouraging disciplinary knowledge production; they also promise to be effective tools for interdisciplinary collaboration. To further explore these promises, we report on the design and playing of a simulation game on the boundary of geoinformatics and business and economics; an interdisciplinary field we have termed Spationomy. Within this game, students from different disciplinary (and cultural) backgrounds applied their knowledge and skills to tackle interdisciplinary problems. In this paper, we also analyze students’ feedback on the game to complement this aspect. The main goal is to discuss the design process that went into creating the game as well as experiences from play sessions in relation to this increase of interdisciplinary knowledge among students. In the end, we present a new gaming concept based on real-world data that can be played in other interdisciplinary situations. Here, students´ feedback on individual features of the game helped to identify future directions in the development of our simulation game.


Leonardo ◽  
2014 ◽  
Vol 47 (5) ◽  
pp. 500-501 ◽  
Author(s):  
Mónica Mendes ◽  
Pedro Ângelo ◽  
Nuno Correia

Hug@ree is an interactive installation that provides a bond between urban beings and the forest. It is an ARTiVIS (Arts, Real-Time Video and Interactivity for Sustainability) experience that provides interaction with trees and videos of trees in real-time, raising awareness of the natural environment and how individual action can collectively become so relevant. In this paper, the authors present an overview of the Hug@ree concept, related work, implementation, user experience evaluation and future work.


2021 ◽  
Vol 6 (1) ◽  
Author(s):  
Asbjørn Følstad ◽  
Cameron Taylor

AbstractThe uptake of chatbots for customer service depends on the user experience. For such chatbots, user experience in particular concerns whether the user is provided relevant answers to their queries and the chatbot interaction brings them closer to resolving their problem. Dialogue data from interactions between users and chatbots represents a potentially valuable source of insight into user experience. However, there is a need for knowledge of how to make use of these data. Motivated by this, we present a framework for qualitative analysis of chatbot dialogues in the customer service domain. The framework has been developed across several studies involving two chatbots for customer service, in collaboration with the chatbot hosts. We present the framework and illustrate its application with insights from three case examples. Through the case findings, we show how the framework may provide insight into key drivers of user experience, including response relevance and dialogue helpfulness (Case 1), insight to drive chatbot improvement in practice (Case 2), and insight of theoretical and practical relevance for understanding chatbot user types and interaction patterns (Case 3). On the basis of the findings, we discuss the strengths and limitations of the framework, its theoretical and practical implications, and directions for future work.


1977 ◽  
Vol 5 (1_suppl) ◽  
pp. 18-27 ◽  
Author(s):  
Carolyn Chambers Clark

Learning outcomes of a simulation game designed to have one-to-one correspondence between behavioral objectives and game plays is reported The behavioral objectives were core concepts in psychiatric mental health nursing taught to associate degree nursing students. Decisions to use the simulation game method grew out of difficulties inherent in the community college nursing program, as well as the need for self-paced, efficient, learner-centered learning and evaluative tools. After the trial and revision of the game, a number of research hypotheses were tested Simulation gaming was found to be an effective mode of learning, and students who acted as teachers for other students learned significantly more than those who were taught. Some of the recommendations for further research were to study varied nursing populations, to add a control group, to test the long-range learning effects of playing the game, to decrease experimenter bias, to study transfer of learning to actual nurse-patient situations and changes in attitudes toward psychiatric patients, and to develop more simulation games for nursing education.


2019 ◽  
Vol 9 (1) ◽  
pp. 19 ◽  
Author(s):  
Niluefer Deniz Faizan ◽  
Alexander Löffler ◽  
Robert Heininger ◽  
Matthias Utesch ◽  
Helmut Krcmar

As a current trend in teaching, simulation games play an active and important role in the area of technology-based education. Simulation games create an envi-ronment for scholars to solve real-world problems in a risk-free environment. Therefore, they aim to increase the knowledge base as well as learning experienc-es for students. However, assessing the effectiveness of a simulation game is necessary to optimize elements of the game and increase their learning effect. In order to achieve this aim, different evaluation methods exist, which do not always involve all phases when running a simulation game. In this study, we conduct a literature review to analyze evaluation methods for three phases of simulation games: pre-game, in-game, and post-game. Thirty-one peer-reviewed research papers met specified selection criteria and we classified them according to a di-dactic framework that illustrates four phases of running simulation games: Prepa-ration, Introduction, Interaction and Conclusion phase. Based on the results, we provide a concrete evaluation strategy that will be a guide to assess simulation games during all phases. This study contributes to theory by providing an over-view of evaluation methods for the assessment of simulation games within the different game phases. It contributes to practice by providing a concrete evalua-tion strategy that can be adapted and used to assess simulation games.


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