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

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Authors: Pierre‐Emmanuel Arduin, Benjamin Costé
Cited by: 2
References: 70

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.

Fields of Study & Subjects

Information and Cyber Security Educational Games and Gamification Teaching and Learning Programming

Publication details

Journal / source
Journal of Cybersecurity and Privacy
Publisher
MDPI AG
Volume
6
Issue
1
Pages
16–16
Publication date
7 January 2026
Language
EN