Learning to Hack, Playing to Learn: Gamification in Cybersecurity Courses

Cybersecurity education requires practical activities such as malware analysis, phishing detection, and Capture the Flag (CTF) challenges. These exercises enable students to actively apply theoretical concepts in realistic scenarios, fostering experiential learning. This article introduces an innovative pedagogical approach relying on gamification in cybersecurity courses, combining technical problem-solving with human factors such as social engineering and risk-taking behavior. By integrating interactive challenges into the courses, engagement and motivation have been enhanced, while addressing both technological and managerial dimensions of cybersecurity. Observations from course implementation indicate that students demonstrate higher involvement when participating in supervised offensive security tasks and social engineering simulations within controlled environments. These findings highlight the potential of gamified strategies to strengthen cybersecurity competencies and promote ethical awareness, paving the way for future research on long-term cybersecurity learning outcomes.

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Publication Details

Journal
Journal of Cybersecurity and Privacy
Published
2026-01-07
DOI
https://doi.org/10.3390/jcp6010016
Citations
1
Primary Topic
Information and Cyber Security
Type
article
Field-Weighted Citation Impact
99.41
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article

Learning to Hack, Playing to Learn: Gamification in Cybersecurity Courses

Benjamin Costé, Pierre‐Emmanuel Arduin
1 citations
Journal of Cybersecurity and Privacy
Information and Cyber Security
99.41
article

Learning to Hack, Playing to Learn: Gamification in Cybersecurity Courses

Benjamin Costé, Pierre‐Emmanuel Arduin
article en
1 citations

Abstract

Cybersecurity education requires practical activities such as malware analysis, phishing detection, and Capture the Flag (CTF) challenges. These exercises enable students to actively apply theoretical concepts in realistic scenarios, fostering experiential learning. This article introduces an innovative pedagogical approach relying on gamification in cybersecurity courses, combining technical problem-solving with human factors such as social engineering and risk-taking behavior. By integrating interactive challenges into the courses, engagement and motivation have been enhanced, while addressing both technological and managerial dimensions of cybersecurity. Observations from course implementation indicate that students demonstrate higher involvement when participating in supervised offensive security tasks and social engineering simulations within controlled environments. These findings highlight the potential of gamified strategies to strengthen cybersecurity competencies and promote ethical awareness, paving the way for future research on long-term cybersecurity learning outcomes.

Journal of Cybersecurity and PrivacyVol. 6(1)
Airbus (France) (FR), Centre National de la Recherche Scientifique (FR), Airbus (India) (IN), Université Paris Dauphine-PSL (FR)
Openalex Percentile: Top 1%
Information and Cyber Security
99.41
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Learning to Hack, Playing to Learn: Gamification in Cybersecurity Courses — Benjamin Costé, Pierre‐Emmanuel Arduin · Journal of Cybersecurity and Privacy (2026) | TGRS Research Map | TGRS