Abstract
This thesis analyzes the pedagogical potential of using gamification and interactive learning technologies in teaching cybersecurity. Gamification is considered a means of increasing students’ engagement and motivation by incorporating game elements such as points, levels, badges, rankings, tasks, rewards, and narrative scenarios into the educational process. A 2026 systematic review analyzing 230 studies published between 2018 and 2024 demonstrates the widespread use of gamification and serious game approaches in cybersecurity education [1]. At the same time, studies published in 2025 indicate that game-based approaches can increase engagement, although their impact on learning outcomes is not always conclusive [2; 3]. The thesis proposes an approach that integrates gamification, interactive simulations, scenario-based learning, and immediate feedback into a unified methodological cycle.
References
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