DIGITAL LIBRARY
CYBER SECURITY EDUCATION IN PUBLIC ADMINISTRATION; CASE STUDY ON GAMIFICATION METHODS USED IN EUROPE
University of Lancaster (UNITED KINGDOM)
About this paper:
Appears in: EDULEARN17 Proceedings
Publication year: 2017
Pages: 4994-5002
ISBN: 978-84-697-3777-4
ISSN: 2340-1117
doi: 10.21125/edulearn.2017.2124
Conference name: 9th International Conference on Education and New Learning Technologies
Dates: 3-5 July, 2017
Location: Barcelona, Spain
Abstract:
Nowadays administrations both at central and regional level are under pressure to deliver more with less. Training as part of lifelong learning is under scrutiny too to deliver the best method in terms of costs and efficiency. Technology Enhanced Learning-TEL was adopted uneven and not following a certain strategy, with the hope that will bring great results as reported in Digital Agenda dashboard at European level. Now that topics like cyber security appear top on the agenda there is a need to up-scale skills quicker and quicker by enhance training, including by gamification solutions.

The purpose of this study is to analyse the status quo in European countries and identify best practices for their re-use potential. The qualitative case study explores gamification solutions and their use. For this particular identified topic there is the gap of what happens in practice between public vs private sector and new solutions being undocumented since cyber security is considered as a new interest.
Considering the terminology, the gamification of learning is an educational approach to motivate students to learn by using video game design and game elements in learning environments. Furthermore, cybersecurity strives to ensure the attainment and maintenance of the security properties of the organization and user’s assets against relevant security risks in the cyber environment.

My research is drawing from policy requirements with a follow-up on what governments of European countries do in practice to implement cyber security strategies and up-skill people. Having in mind to bring a contribution to documenting the changes and drawing conclusions on best practices and solutions to share.

The implications of this research can help better understand the status quo with qualitative data and advance new indicators currently missing in terms of public policy making.
Keywords:
TEL-technology enhanced learning, cyber security, public administration, eSkills, LLL- lifelong learning, EU Digital Agenda, Gamification.