Using Gamification Based on Problem-Solving Strategies to Promote Students’ Performance in the Network Security Course

  • Mohamed A. Elkot

Abstract

The purpose of this paper is to present a quasi-experimental study investigating the influence of gamification based on some problem-solving strategies (computational thinking “CT”, step-by-step algorithm) to promote students’ performance in the network security course. Using the case of (Google XSS Game), which includes six levels of security problems, as well as students' satisfaction towards the used technique. An experiment was conducted online for three weeks because of the pandemic Coronavirus COVID-19 with 30 postgraduate students in the final semester of the cybersecurity diploma. Students were randomly assigned into two experimental groups, the first group learned through the computational thinking problem-solving strategy (CT), while the second group learned via the step-by-step solution problem-solving strategy. The study focuses on the use of some problem-solving strategies via gamification on students' performance, which is still an open area for discussion. Findings revealed substantial differences and significant points of view about the learning performance of students by evaluating used problem-solving strategies. The students’ performance who used the step-by-step problem-solving strategy was better than the students’ performance who have used the CT problem-solving strategy. As well as, the results showed that most students feel satisfied with this technique and prefer to reuse it with other courses.

Published
2020-06-06
How to Cite
Mohamed A. Elkot. (2020). Using Gamification Based on Problem-Solving Strategies to Promote Students’ Performance in the Network Security Course. International Journal of Advanced Science and Technology, 29(04), 6821 -. Retrieved from http://sersc.org/journals/index.php/IJAST/article/view/28082