Improving Student Engagement Through Gamification in a Systems Security and Cryptography Course

This innovative practice full paper describes the impact of gamification as a pedagogical strategy to enhance student engagement in a second-year Systems Security and Cryptography course. In response to historically low attendance and participation, a gamified revision practical was introduced in the second week of the semester. The session incorporated cryptographic puzzles, ciphers, and a collaborative crossword challenge designed to reinforce prior knowledge while fostering interaction and motivation. A mixed-methods evaluation, including comparative attendance data and student feedback, revealed a significant increase in engagement. Attendance during the gamified session reached 62.5%, compared to 25.5% in the equivalent session of the previous academic year. Furthermore, 100% of student respondents rated the experience as good or excellent, and reported feeling engaged or very engaged. The findings support the efficacy of cooperative, game-based learning in cybersecurity education, particularly when implemented early in the course. Future work will explore the scalability of this approach across additional sessions and its long-term influence on academic outcomes.

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Publication Details

Published
2025-11-02
DOI
https://doi.org/10.1109/fie63693.2025.11328519
Citations
1
Primary Topic
Educational Games and Gamification
Type
article
Field-Weighted Citation Impact
3.44
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article

Improving Student Engagement Through Gamification in a Systems Security and Cryptography Course

Ciara Rafferty, Jonathan W. Browning, Neil H. Anderson
1 citations
Educational Games and Gamification
3.44
article

Improving Student Engagement Through Gamification in a Systems Security and Cryptography Course

Ciara Rafferty, Jonathan W. Browning, Neil H. Anderson
article en
1 citations

Abstract

This innovative practice full paper describes the impact of gamification as a pedagogical strategy to enhance student engagement in a second-year Systems Security and Cryptography course. In response to historically low attendance and participation, a gamified revision practical was introduced in the second week of the semester. The session incorporated cryptographic puzzles, ciphers, and a collaborative crossword challenge designed to reinforce prior knowledge while fostering interaction and motivation. A mixed-methods evaluation, including comparative attendance data and student feedback, revealed a significant increase in engagement. Attendance during the gamified session reached 62.5%, compared to 25.5% in the equivalent session of the previous academic year. Furthermore, 100% of student respondents rated the experience as good or excellent, and reported feeling engaged or very engaged. The findings support the efficacy of cooperative, game-based learning in cybersecurity education, particularly when implemented early in the course. Future work will explore the scalability of this approach across additional sessions and its long-term influence on academic outcomes.

Queen's University Belfast (GB)
Openalex Percentile: Top 6%
Educational Games and Gamification
3.44
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Improving Student Engagement Through Gamification in a Systems Security and Cryptography Course — Ciara Rafferty, Jonathan W. Browning, et al. · (2025) | TGRS Research Map | TGRS