A multimodal and adaptive gamified system to improve cybersecurity competence training
Abstract The last years have been characterized by a worrying increase in cyber attacks and the lack of practical expertise in cybersecurity. Different cybersecurity simulators are emerging to promote hands-on cybersecurity training. However, these simulators often neglect learning analytics and gamification aspects that improve learning outcomes. This paper proposes a novel multimodal and adaptive gamification system that can be incorporated into cybersecurity simulators, and we exemplify its use via integration within a Cyber Range platform. This gamification system incorporates comprehensive learning analytics, including cybersecurity competencies and soft skills, such as stress management through Artificial Intelligence (AI) and biometric signals. Besides, the proposal contains an adaptive module to adjust the simulations to the student’s needs and game-based elements to promote the users’ motivation. Despite this innovative system could be applied to different simulators and contexts, it is specially designed to enhance the effectiveness of cybersecurity training for a safe cyberspace.
Authors
- Pantaleone Nespoli (ORCID: https://orcid.org/0000-0002-4041-1205)
- Mariano Albaladejo‐González (ORCID: https://orcid.org/0000-0002-8931-1248)
- Félix Gómez Mármol (ORCID: https://orcid.org/0000-0002-6424-3322)
- José A. Ruipérez‐Valiente (ORCID: https://orcid.org/0000-0002-2304-6365)
Institutions
- Universidad de Murcia (ES)
Publication Details
- Journal
- Cluster Computing
- Published
- 2025-08-30
- DOI
- https://doi.org/10.1007/s10586-025-05264-6
- Citations
- 1
- Primary Topic
- Educational Games and Gamification
- Type
- article
- Field-Weighted Citation Impact
- 3.44
Funders
- Fundación Séneca
- Ministerio de Ciencia, Innovación y Universidades
- Universidad de Murcia
- Instituto Nacional de Ciberseguridad