Abstract
Game-based learning is a popular tool in IT-security. We study the effects of game-based learning in the context of phishing-emails in comparison with text-based learning by asking participants to classify previously unseen emails after completing their learning exercise. We correlated participants scores with their professional background of learners. Our results indicate that professional background is an important indicator of the success of game-based learning and suggest that learners with a technical background might benefit from text-based learning to a larger degree than from game-based learning.
This work has been developed within the project ‘BAK Game’ which is funded by the German Federal Ministry for Economic Affairs and Climate Action.
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Notes
- 1.
Recall that participants could choose to give a description of their field or area as free text, if none of the given options seemed suitable. This is why some answers were no listed as options in the above description of the questionnaire.
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Gelderie, M., Wanner, T. (2022). All Work and No Play – Game-Based vs. Text-Based Learning in IT-Security. In: Uskov, V.L., Howlett, R.J., Jain, L.C. (eds) Smart Education and e-Learning - Smart Pedagogy. SEEL-22 2022. Smart Innovation, Systems and Technologies, vol 305. Springer, Singapore. https://doi.org/10.1007/978-981-19-3112-3_16
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