DIGITAL LIBRARY
IMPROVING THE DISTANCE LEARNING OF THE SECURITY IN COMPUTER SYSTEMS IN TIME OF CRISIS THROUGH SERIOUS GAMES
University of Cádiz (SPAIN)
About this paper:
Appears in: EDULEARN21 Proceedings
Publication year: 2021
Pages: 12322-12330
ISBN: 978-84-09-31267-2
ISSN: 2340-1117
doi: 10.21125/edulearn.2021.2590
Conference name: 13th International Conference on Education and New Learning Technologies
Dates: 5-6 July, 2021
Location: Online Conference
Abstract:
The recent pandemic scenario caused by COVID-19 has imposed a change of lifestyle, pushing up the use of Information and Communication Technologies (ICTs) in several fields to maintain, as much as possible, the so-called “new normality”. Education, as a cornerstone of society, has been one of the most affected domains where, for long periods of time, academic staff and students have passed from face-to-face teaching to virtual teaching. Although over recent years, ICTs have been integrated into the education field (e-Learning, m-Learning) successfully, traditional virtual teaching (multimedia contents) is still far from having the benefits of face-to-face teaching. According to the feedback gathered from students enrolled in the Security in Computer Systems subject, from the Degree in Computer Science and Engineering at the University of Cadiz, Spain, the involvement of students as active actors is crucial to take a step further in the enhancement of distance learning. This paper presents a methodology used to address an innovative teaching experience to promote student involvement in this subject. The methodology is based on (1) carrying out assessment and self-assessment activities to foster the participation of students, and (2) the application of badge-based gamification strategies to encourage their interest in the subject. The methodology has been applied to over 100 students with highlighted results, which are detailed in the paper, proving that this teaching innovation project has been successful in improving distance learning.
Keywords:
e-Learning, gamification, COVID-19, Moodle, cybersecurity