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Ivana Lovrić Senjak

1

, Slavko Dukarić

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, Mihovil Gašić

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Ivana Lovrić Senjak

1

, Slavko Dukarić

2

Mihovil Gašić

3

1. University of Slavonski Brod, Trg I. B. Mažuranić 2, 35000 Slavonski Brod, Croatia
2. Ministry of Defence of the Republic of Croatia, Trg kralja Petra Krešimira IV br. 1, 10000 Zagreb, Croatia
3. University of Slavonski Brod, Trg I. B. Mažuranić 2, 35000 Slavonski Brod, Croatia, Ministry of Defence of the Republic of Croatia, Trg kralja Petra Krešimira IV br. 1, 10000 Zagreb, Croatia
1. University of Slavonski Brod, Trg I. B. Mažuranić 2, 35000 Slavonski Brod, Croatia
2. Ministry of Defence of the Republic of Croatia, Trg kralja Petra Krešimira IV br. 1, 10000 Zagreb, Croatia
3. University of Slavonski Brod, Trg I. B. Mažuranić 2, 35000 Slavonski Brod, Croatia, Ministry of Defence of the Republic of Croatia, Trg kralja Petra Krešimira IV br. 1, 10000 Zagreb, Croatia

Abstract: This paper analyzes the possibilities for implementing serious games on cybersecurity in computer science education and their curricular integration into primary and secondary school programs. A qualitative approach and descriptive analysis of eight web-based games were applied, mapping their content to the outcomes prescribed by the current curriculum. The results indicate that there is some potential for aligning the games' content with the expected learning outcomes, although certain limitations within the curricular structure were identified. Serious games are recognized as a potentially valuable tool for modern planning and enrichment of computer science education.

Keywords: cybersecurity, gamification, informatics, curriculum, serious games

Summary: This paper analyzes the possibilities for implementing serious games on cybersecurity in computer science education and their curricular integration into primary and secondary school programs. A qualitative approach and descriptive analysis of eight web-based games were applied, mapping their content to the outcomes prescribed by the current curriculum. The results indicate that there is some potential for aligning the games' content with the expected learning outcomes, although certain limitations within the curricular structure were identified. Serious games are recognized as a potentially valuable tool for modern planning and enrichment of computer science education.
Keywords: cybersecurity, gamification, informatics, curriculum, serious games

This work is licensed under Creative Commons Attribution-NonCommercial-NoDerivatives 4.0 International.

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