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Development of a Game-Based Approach for Teaching Cybersecurity Awareness in Secondary Schools, Yobe State

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  • NGN 5000

Background of the study
Cybersecurity awareness is increasingly critical in the digital age, yet many secondary school students in Yobe State have limited exposure to cybersecurity concepts. Traditional teaching methods, often lecture-based, may not effectively convey the dynamic and practical aspects of cybersecurity. A game-based approach offers an interactive and engaging method to teach cybersecurity awareness by incorporating challenges, simulations, and rewards that mimic real-world cyber threats and defense mechanisms (Adeola, 2023). Through gamification, students can learn about online safety, data protection, and ethical hacking in a controlled environment that encourages active participation and critical thinking. Game-based learning also allows for immediate feedback, which can help students understand the consequences of cyber behaviors and improve decision-making skills. This method can be particularly effective in motivating students who may be less engaged by conventional classroom instruction. However, challenges such as high development costs, ensuring the accuracy of cybersecurity simulations, and integrating game-based learning with existing curricula must be addressed. This study aims to develop a game-based learning system for cybersecurity awareness, evaluate its impact on student knowledge and behavior, and propose strategies to overcome technical and pedagogical challenges (Ibrahim, 2024; Chinaza, 2023).

Statement of the problem
Secondary schools in Yobe State face a growing need to educate students about cybersecurity, yet traditional instructional methods are insufficient in delivering the practical and dynamic knowledge required. Cyber threats are evolving rapidly, and students must be equipped with up-to-date skills to protect themselves online. Although a game-based learning approach offers a promising solution by engaging students through interactive simulations and challenges, its adoption in secondary education is hampered by several challenges. High production costs, technical complexities in designing realistic cybersecurity scenarios, and a lack of trained educators to facilitate game-based learning are significant barriers. Additionally, there are concerns about ensuring that the game content is pedagogically sound and aligned with curriculum standards. These challenges result in a learning environment where cybersecurity awareness is inadequately addressed, leaving students vulnerable to cyber risks. This study seeks to evaluate the effectiveness of a game-based approach in teaching cybersecurity, identify the key obstacles to its implementation, and propose actionable strategies to optimize the system for use in secondary schools (Ibrahim, 2024; Adeola, 2023).

Objectives of the study

  1. To develop a game-based learning system for cybersecurity awareness.

  2. To evaluate its effectiveness in enhancing student knowledge and engagement.

  3. To identify technical and instructional challenges and propose optimization strategies.

Research questions

  1. How does game-based learning improve cybersecurity awareness among secondary school students?

  2. What are the main technical challenges in developing such a system?

  3. How can the system be integrated effectively into the existing curriculum?

Significance of the study
This study is significant as it explores innovative, interactive methods for teaching cybersecurity, which is crucial in today’s digital world. The findings will help educators and policymakers enhance cybersecurity education and protect students from online threats (Adeola, 2023; Ibrahim, 2024).

Scope and limitations of the study
The study is limited to the development and evaluation of a game-based cybersecurity awareness system in secondary schools in Yobe State. Limitations include high development costs, technical challenges, and varying levels of student digital literacy.

Definitions of terms

  • Game-Based Learning: The use of game elements to engage learners in educational activities.

  • Cybersecurity Awareness: Knowledge and practices related to protecting digital information.

  • Gamification: The application of game design elements in non-game contexts.





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