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