THE USE OF GAMIFICATION AND INTERACTIVE LEARNING TECHNOLOGIES IN TEACHING CYBERSECURITY
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Keywords

cybersecurity, gamification, interactive learning, serious games, game-based learning, simulation, CTF, feedback, digital competence.

How to Cite

KUTLIMURATOV ANVAR. (2026). THE USE OF GAMIFICATION AND INTERACTIVE LEARNING TECHNOLOGIES IN TEACHING CYBERSECURITY. Zamonaviy ta’lim Va Tilshunoslik Rivoji, 1(2), 298-304. https://doi.org/10.5281/zenodo.22179449

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.

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References

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