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Examining the Effectiveness of Gamification on Knowledge Retention in Cybersecurity Education

Kajogbola, Faatih Adekunle (2025) Examining the Effectiveness of Gamification on Knowledge Retention in Cybersecurity Education. Masters thesis, Dublin, National College of Ireland.

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Abstract

As cyber threats continue to grow in sheer number and complexity, there is a pressing need for new and innovative strategies to educate the masses on these emerging threats. Conventional teaching approaches often struggle to maintain learner engagement and achieve lasting knowledge retention. In response to this, gamification, which is the application of game design elements in non-game contexts, has emerged as a promising alternative to conventional teaching methods. While existing literature suggests that gamification can enhance learner engagement and improve immediate learning outcomes, its long-term impact on knowledge retention remain underexplored. This research directly addresses this gap by developing an experimental study aimed at examining how gamification can be used to promote sustained knowledge retention within cybersecurity education, to answer the question: "How can we effectively measure knowledge retention in users to evaluate the impact of gamification in cybersecurity education?". The research proposed involves a quasi-experimental design comparing knowledge retention measured via pre-tests, post-tests and delayed post-tests between students who engage with a gamified cybersecurity module and those who use conventional instructional methods. Ultimately, this study aims to provide clear empirical evidence on gamification's effect on knowledge retention and to establish effective measurement protocols. The findings will contribute towards the design of more impactful, learner-centred cybersecurity training programs that can better prepare individuals to navigate the increasingly complex digital threat landscape.

Item Type: Thesis (Masters)
Supervisors:
Name
Email
Aleburu, Joel
UNSPECIFIED
Uncontrolled Keywords: Cybersecurity Education; Gamification; Knowledge Retention; Cybersecurity; E-Learning
Subjects: L Education > L Education (General)
Q Science > QA Mathematics > Electronic computers. Computer science
T Technology > T Technology (General) > Information Technology > Electronic computers. Computer science
Q Science > QA Mathematics > Computer software > Computer Security
T Technology > T Technology (General) > Information Technology > Computer software > Computer Security
L Education > LC Special aspects / Types of education > E-Learning
Divisions: School of Computing > Master of Science in Cyber Security
Depositing User: Ciara O'Brien
Date Deposited: 15 Jun 2026 14:18
Last Modified: 16 Jun 2026 13:39
URI: https://norma.ncirl.ie/id/eprint/9356

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