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ERIC Number: ED644497
Record Type: Non-Journal
Publication Date: 2023
Pages: 121
Abstractor: As Provided
ISBN: 979-8-3814-0374-9
ISSN: N/A
EISSN: N/A
The Effect of Gamified Training on Retention, Knowledge, and Confidence: A Longitudinal Experimental Study
II Patrick Michael Damon
ProQuest LLC, Ph.D. Dissertation, Northcentral University
The purpose of this study was to examine the effects of gamified training in cybersecurity concepts on individuals not employed in information technology roles compared to traditional pieces of training. As the world becomes increasingly connected technologically, so too do the cyber vulnerabilities increase, and it is essential for all types of users, not just those in information technology, to avoid or detect vulnerabilities and potential cybersecurity incidents. This study was guided by the novel 7GOALS framework, built upon the existing PDCA framework. This study also utilizes the foundations provided by gamification theory and self-determination theory while introducing research on learning styles and how individuals have traditionally learned best. The study involved a pre-test, training, post-test, and one more test 30 days after the post-test to examine participants' knowledge, retention, and confidence. For this study, 115 individuals participated in the first component and 71 returned to perform the final test, exceeding the 54 participants that were needed for all components of the study. It was found that gamified training provides more significant increases in knowledge and retention but followed similar trends to traditional training regarding confidence. No relation was found between the level of knowledge and confidence as the control group had an alpha of over 0.05. A link was also found between knowledge and confidence where the gamified experiment component had a larger power with a rate of 0.735 with a smaller long-term confidence growth of 0.396 compared to the control group's 0.533. Future studies would benefit from increasing the length of the study and the number of participants and adjusting different variables within the gamified pieces of training to determine which are most related to the trainee's success. Ultimately, the study results implicate that engaged, gamified training would be more effective than traditional training for non-technical users. [The dissertation citations contained here are published with the permission of ProQuest LLC. Further reproduction is prohibited without permission. Copies of dissertations may be obtained by Telephone (800) 1-800-521-0600. Web page: http://bibliotheek.ehb.be:2222/en-US/products/dissertations/individuals.shtml.]
ProQuest LLC. 789 East Eisenhower Parkway, P.O. Box 1346, Ann Arbor, MI 48106. Tel: 800-521-0600; Web site: http://bibliotheek.ehb.be:2222/en-US/products/dissertations/individuals.shtml
Publication Type: Dissertations/Theses - Doctoral Dissertations
Education Level: Adult Education
Audience: N/A
Language: English
Sponsor: N/A
Authoring Institution: N/A
Grant or Contract Numbers: N/A