Berisford, CJ, Blackburn, L, Ollett, JM et al. (4 more authors) (2023) Can gamification help to teach Cybersecurity? In: IEEE 20th International Conference on Information Technology Based Higher Education and Training. 2022 20th International Conference on Information Technology Based Higher Education and Training (ITHET), 07-09 Nov 2022, Antalya, Turkey. Institute of Electrical and Electronics Engineers (IEEE). ISBN: 9781665489096. ISSN: 2380-1603. EISSN: 2380-1603.
Abstract
Over the last decade, there has been an increase in the number of attacks on web applications. The proliferation of these attacks is partially a result of increased adoption of IT systems in organisations and the increasing role digital technologies play in our lives. The success of an attack relies upon the existence of vulnerabilities in the code base and there is consensus within literature that many of these vulnerabilities can be avoided through developers adopting secure code practices and standards which are often not formally taught.Whilst gamification has been shown to be an effective educational tool in fields such as health, education and security awareness, there is a scarcity of research regarding the application of gamification in the context of secure code practices. This paper evaluates the efficacy of a bespoke gamified application in creating awareness and fostering an understanding of the threats and secure coding practices. The application presented in this work focuses on JavaScript with the aim of reducing the number of vulnerabilities in web applications. The analysis is conducted using first and second-year undergraduate participants, who are viewed as the primary target for this software.As part of a participant study involving the application, it was found that gamification elements were effective in increasing user engagement. Initial findings suggest potential for the integration of secure-code gamification in traditional pedagogical methods, but further investigation is required to strengthen this claim.
Metadata
| Item Type: | Proceedings Paper |
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| Authors/Creators: |
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| Copyright, Publisher and Additional Information: | © 2022 IEEE. Personal use of this material is permitted. Permission from IEEE must be obtained for all other users, including reprinting/ republishing this material for advertising or promotional purposes, creating new collective works for resale or redistribution to servers or lists, or reuse of any copyrighted components of this work in other works. Reproduced in accordance with the publisher's self-archiving policy. |
| Keywords: | gamification; cybersecurity; secure coding; developers; game-based learning |
| Dates: |
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| Institution: | The University of Sheffield |
| Academic Units: | The University of Sheffield > Faculty of Engineering (Sheffield) > Department of Computer Science (Sheffield) |
| Date Deposited: | 19 Dec 2025 17:08 |
| Last Modified: | 19 Dec 2025 17:14 |
| Status: | Published |
| Publisher: | Institute of Electrical and Electronics Engineers (IEEE) |
| Refereed: | Yes |
| Identification Number: | 10.1109/ITHET56107.2022.10031716 |
| Open Archives Initiative ID (OAI ID): | oai:eprints.whiterose.ac.uk:192928 |
CORE (COnnecting REpositories)
CORE (COnnecting REpositories)