INTERNATIONAL JOURNAL OF LATEST TECHNOLOGY IN ENGINEERING,
MANAGEMENT & APPLIED SCIENCE (IJLTEMAS)
ISSN 2278-2540 | DOI: 10.51583/IJLTEMAS | Volume XIII, Issue X, October 2024
www.ijltemas.in Page 1
Cyberverse: A Game-Based Learning Application for Cyber
Security
Rhonnel S. Paculanan., Rejan L. Tadeo., Maricar T. Caliliw., Christina P. Atal., Joy N. Sadol
College of Engineering and Technology, Philippines
DOI: https://doi.org/10.51583/IJLTEMAS.2024.131001
Received: 12 October 2024; Accepted: 17 October 2024; Published: 29 October 2024
Abstract: Games are becoming more frequent in educational settings, and various technologies have been established to meet the
needs of designing an education as a game. Aside from education, game-based learning is rising in popularity in various areas,
including professional development and networking sites. By incorporating gaming components into the training process,
educational platforms that use games will increase student engagement, motivation, and productivity. One of the most defining
characteristics of game-based learning environments is their ability to produce innovative and engaging learning experiences (Gee, J.
P. 2020; Hamari, J., et al 2021). Games-based learning integrates instruction with authentic gaming experiences. Scientific and
popular interest in severe goal games has increased tremendously (Huang, W. H.-Y. et al. 2021; Kapp, K. M. 2020; Zhang, Y. et al.
2023). Cybersecurity refers to the practice of protecting systems, networks, and programs from digital attacks, damage, or
unauthorized access. With the increasing reliance on technology and the internet, the significance of cybersecurity has grown
tremendously. It encompasses various measures, including: Threat Prevention, Incident Response, Data Protection, Awareness
and Training and Compliance (Kshetri, N. 2021; Stallings, W., et al 2022; Kaspersky, E. 2020). Cyber security occupies a major
part of society today. Cyber security educational games are a popular form of hands-on exercises that use gamification to train
information security skills and enhance cyber security awareness. The objectives of the game application are to (1) create
awareness of the necessity of the importance and function of cyber security such as password security, phishing awareness,
identity theft, encryption, and network security among others. (2) to distinguish between the various topics of cyber security while
playing the game application (3) to determine the evaluation tool to use in the assessment of the cognitive abilities of gamers. A
quantitative research design was used to determine the process of the application while the Agile model is commonly used in
game development due to its iterative and flexible nature. Technical Aspect which is the ISO 25010 and Game Aspect Method
was used for the Evaluation with 60 respondents. The study can identify the genders of the respondents as male and female. The
mechanics of the game can make the gamers use and test their knowledge about cyber security. Evaluation results of gamer
respondents show the average mean of both males and females are interpreted as "Strongly Agree". This means that they strongly
agree that cognitive abilities are used when playing the application. Meanwhile, evaluation results of technical respondents'
average mean for both males and females are interpreted as also "Strongly Agree". This means that they strongly agree on all the
technical aspects of the application. Overall, evaluation results of all respondents whether gamer or technical are interpreted as
"Strongly Agree".
Keywords: Game-Based Learning, Cyber security, educational games, learning
I. Introduction
Games are becoming more frequent in educational settings, and various technologies have been established to meet the needs of
designing an education as a game. Aside from education, game-based learning is rising in popularity in various areas, including
professional development and networking sites. By incorporating gaming components into the training process, educational
platforms that use games will increase student engagement, motivation, and productivity. One of the most defining characteristics of
game-based learning environments is their ability to produce innovative and engaging learning experiences (Gee, J. P. 2020; Hamari,
J., et al 2021) . Games-based learning integrates instruction with authentic gaming experiences. Scientific and popular interest in
severe goal games has increased tremendously (Huang, W. H.-Y. et al. 2021; Kapp, K. M. 2020; Zhang, Y. et all 2023). Students
today are particularly interested in computers.
On the contrary, educators will concentrate most of their class time on more effective teaching. Many educators are currently looking
into Game-Based Learning as a technique for motivating pupils to achieve academic success. Gamification can also assist instructors
and students prepare for the difficulties of globalization in the classroom. Online interactive games are useful and necessary for
improving language instruction quality and increasing digital literacy among the younger generation.
There are several examples of game-based learning but one of the significant ones called the Oregon Trail is one of the first and best
with applicable educational standards and subject-specific content giving the player a captivating game experience. Other examples
of starter games include Banished, Bridge Constructor, Gone Home, Kerbal Space Program, and Myst. Games often have a fantasy
element that engages players. Not only does the integration of learning with gaming make it more fun; but it also motivates students
to learn, keeping them engrossed in the materials so they learn more effectively and encourages them to learn from their mistakes.
Games are often played for the sole purpose of fun, for taking up challenges and to outplay other opponents. It can also be used as a
medium of relieving stress. Games can be played to boost a player's self-esteem and personal development. Through this method of
learning, dialogues are created, and social and cultural boundaries are broken. The game-based learning model is usually chosen