Assessing the Effects of Gamification on Enhancing Information Security Awareness Knowledge
Abstract
:1. Introduction
- RQ1: Does gamification practice enhance students’ overall ISA knowledge performance or specific security subjects?
- RQ2: Does gamification practice influence students’ attitude and intention to comply with security policies and students’ willingness to learn IS subject?
- RQ3: Does gender moderate the effect of gamification practice on students’ ISA knowledge enhancement?
2. Literature Review
2.1. Information Security Awareness Knowledge
2.2. Gamification and Learning
3. Methodology
3.1. Participants
3.2. Procedure
3.3. Measures
3.4. Information Security learning Game System
4. Results
4.1. Assessment of Measurement Validation
4.2. Effects on Information Security Awareness Knowledge
4.3. Effects on Students’ Attitudes, Intentions, and Continuous Information Security Learning
4.4. Effects of Gamification and Gender
5. Discussions
6. Conclusions and Suggestions
Author Contributions
Funding
Institutional Review Board Statement
Informed Consent Statement
Conflicts of Interest
Appendix A
Variables | Indicators |
Password management |
|
Email use |
|
Internet use |
|
Social media use |
|
Mobile devices |
|
Information handling |
|
Incident reporting |
|
Attitude | To me, complying with the requirements of the information security policies is . necessary
|
Intention |
|
Continuous learning | After this experiment, are you willing to continuously gain IS education? |
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Week | ISA Areas | Topics | HAIS-Q |
---|---|---|---|
Week 1 | IS principles and policies |
|
|
Week 2 | Cybersecurity of the network |
|
|
Week 3 | Attack methods and basic defense against attacks |
|
|
Week 4 | Security management of mobile devices, USB, and database |
|
|
M | SD | α | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | |
---|---|---|---|---|---|---|---|---|---|---|---|
1. PM | 17.69 | 2.50 | 0.61 | ||||||||
2. EU | 17.75 | 2.65 | 0.68 | 0.56 | |||||||
3. IU | 16.53 | 3.17 | 0.80 | 0.64 | 0.51 | ||||||
4. SMU | 16.87 | 3.10 | 0.60 | 0.46 | 0.41 | 0.59 | |||||
5. MD | 17.19 | 2.75 | 0.70 | 0.57 | 0.48 | 0.58 | 0.67 | ||||
6. IH | 18.13 | 2.83 | 0.79 | 0.60 | 0.53 | 0.55 | 0.56 | 0.73 | |||
7. IR | 17.38 | 3.07 | 0.73 | 0.55 | 0.46 | 0.48 | 0.50 | 0.67 | 0.65 | ||
8. ATT | 25.41 | 3.48 | 0.94 | 0.44 | 0.44 | 0.46 | 0.39 | 0.52 | 0.63 | 0.62 | |
9. IN | 19.33 | 2.49 | 0.96 | 0.47 | 0.45 | 0.48 | 0.41 | 0.62 | 0.66 | 0.62 | 0.89 |
ISA Focus Areas | Groups | Mean | SD | t Test | p Value | η2 | Observed Power |
---|---|---|---|---|---|---|---|
Overall | Game-based | 124.54 | 13.32 | 2.04 | 0.04 * | 0.04 | 0.53 |
Lecture-based | 118.43 | 17.66 | |||||
Password management | Game-based | 18,25 | 1.92 | 2.42 | 0.02 * | 0.05 | 0.68 |
Lecture-based | 17.11 | 2.90 | |||||
Email use | Game-based | 18.07 | 2.48 | 1.32 | 0.19 | 0.02 | 0.26 |
Lecture-based | 17.41 | 2.79 | |||||
Internet use | Game-based | 17.38 | 2.53 | 2.94 | 0.00 ** | 0.08 | 0.83 |
Lecture-based | 15.65 | 3.54 | |||||
Social media use | Game-based | 17.18 | 2.73 | 1.05 | 0.30 | 0.01 | 0.18 |
Lecture-based | 16.56 | 3.45 | |||||
Mobile devices | Game-based | 17.43 | 2.61 | 0.92 | 0.36 | 0.01 | 0.15 |
Lecture-based | 16.94 | 2.89 | |||||
Information handling | Game-based | 18.79 | 2.49 | 2.55 | 0.01 * | 0.06 | 0.72 |
Lecture-based | 17.44 | 3.01 | |||||
Incident reporting | Game-based | 17.45 | 3.16 | 0.22 | 0.82 | 0.05 | 0.06 |
Lecture-based | 17.31 | 3.01 |
Dependent Measure | Groups | Mean | SD | t Test | p Value | η2 | Observed Power |
---|---|---|---|---|---|---|---|
Attitude | Game-based | 25.32 | 3.36 | 0.05 | 0.96 | 0.00 | 0.06 |
Lecture-based | 25.50 | 3.62 | |||||
Intention | Game-based | 19.34 | 2.38 | −0.27 | 0.79 | 0.00 | 0.05 |
Lecture-based | 19.31 | 2.61 |
ISA knowledge | Game-based | Lecture-based | ||
Males (N = 24) | Females (N = 32) | Males (N = 34) | Females (N = 20) | |
Mean (SD) | Mean (SD) | Mean (SD) | Mean (SD) | |
Overall | 126.71 (14.11) | 122.91 (12.68) | 116.79 (17.84) | 121.20 (17.46) |
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Wu, T.; Tien, K.-Y.; Hsu, W.-C.; Wen, F.-H. Assessing the Effects of Gamification on Enhancing Information Security Awareness Knowledge. Appl. Sci. 2021, 11, 9266. https://doi.org/10.3390/app11199266
Wu T, Tien K-Y, Hsu W-C, Wen F-H. Assessing the Effects of Gamification on Enhancing Information Security Awareness Knowledge. Applied Sciences. 2021; 11(19):9266. https://doi.org/10.3390/app11199266
Chicago/Turabian StyleWu, Tienhua, Kuang-You Tien, Wei-Chih Hsu, and Fu-Hsiang Wen. 2021. "Assessing the Effects of Gamification on Enhancing Information Security Awareness Knowledge" Applied Sciences 11, no. 19: 9266. https://doi.org/10.3390/app11199266
APA StyleWu, T., Tien, K. -Y., Hsu, W. -C., & Wen, F. -H. (2021). Assessing the Effects of Gamification on Enhancing Information Security Awareness Knowledge. Applied Sciences, 11(19), 9266. https://doi.org/10.3390/app11199266