Gamifying Cybersecurity! Examining the Effect of Gamification on Students’ Learning in a Bachelor-Level Networking Course
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Sähkötekniikan korkeakoulu |
Bachelor's thesis
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Author
Date
2024-04-25
Department
Major/Subject
Digital Systems and Design
Mcode
ELEC3056
Degree programme
Aalto Bachelor's Programme in Science and Technology
Language
en
Pages
21+15
Series
Abstract
Gamification is a widely researched topic, due to its potential to increase student engagement and motivation in educational settings. This thesis investigates the impact of introducing a gamification element on students’ learning in an undergraduate-level computer networking course at Aalto University: Basic Principles of Networking. A quantitative survey was conducted among students of the course to assess their perspective of the implemented gamification element, a gamified learning platform called NetDefender. Results indicate that students who interacted with NetDefender responded positively, with all of the respondents rating it 4 out of 5 in terms of usefulness as a learning resource. Additionally, comparisons between the control and experimental groups suggest that students preferred the implemented gamification element over some other traditional learning resources. However, the study acknowledges limitations, such as the small sample size and lack of scalability of this method of gamification. As such, further research is recommended to explore the broader implications of gamification in Bachelor-level courses at Aalto University. Overall, the implementation of gamification into Bachelor-level courses seems promising and can be considered as a way to enhance students’ learning experience in the undergraduate-level course Basic Principles of Networking at Aalto University.Description
Supervisor
Ylirisku, SaluThesis advisor
Sigg, StephanKeywords
gamification, tertiary learning, computer networking, software development, intrinsic motivation, pedagogy