DEVELOPING GAMIFIED ACTIVITIES FOR IMPROVING ONLINE TEACHING-LEARNING PROCESSES OF THE SECURITY IN COMPUTER SYSTEMS AND RISK ANALYSIS AND MANAGEMENT SUBJECTS

  1. Boubeta-Puig, Juan
  2. Valle-Gómez, Kevin J.
  3. Estero-Botaro, Antonia
Actas:
EDULEARN Proceedings. 14th International Conference on Education and New Learning Technologies

ISSN: 2340-1117

Año de publicación: 2022

Páginas: 9733-9741

Tipo: Aportación congreso

DOI: 10.21125/EDULEARN.2022.2346 GOOGLE SCHOLAR lock_openAcceso abierto editor

Resumen

The health emergency caused by COVID-19 has affected all areas of society, especially education. During the 2020-2021 academic year, we conducted a teaching innovation experience making use of Information and Communication Technologies (ICT) for the development and improvement of academic activities not only for assessment but also for self-assessment, applying badge-based gamification strategies to encourage students’ interest in the subject. The experience was good overall, but as in any innovation process, some setbacks emerged. Considering the lessons learned and the feedback received by students from course 2020-2021, in this paper, we have expanded this experience not only to improve the activities for the Security in Computer Systems subject of the bachelor’s degree in Computer Science and Engineering but also to create new ones for the Risk Analysis and Management subject of the master’s degree in Cybersecurity at the University of Cadiz, Spain. The results demonstrate that student participation in this type of activities increased significantly in the present teaching innovation experience and that self-assessment activities allowed students to reinforce their knowledge on both subjects.