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MOTENS: a pedagogical design model for serious cyber games

MOTENS: a pedagogical design model for serious cyber games
MOTENS: a pedagogical design model for serious cyber games
In the last few years, serious games have become popular, with a consensus of the benefits for teaching cyber security awareness and education. However, there is still a lack of pedagogical driven methodologies and tools to support serious games design to ensure they achieve the learning objectives. This paper proposes MOTENS, a pedagogical model, to design serious cyber games based on the gaps we identified in the current games design models and the lessons learnt from creating a serious tabletop game called Riskio, designed to teach cyber security awareness and education. The MOTENS model has six high-level components. Five components are linked to the games/design mechanics, and one component, `Theory', that supports the design's cognitive principles, including players' motivation. The model is used to design serious cyber games and goes through five stages, from identifying and segmenting target players, steps to creating game mechanics linked to pedagogy instruction and then to testing to create a serious game that is designed to achieve the games learning objectives.
Hart, Stephen
d9ad5153-ca09-418a-b3a5-078ea1b48536
Halak, Basel
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Sassone, Vladimiro
df7d3c83-2aa0-4571-be94-9473b07b03e7
Hart, Stephen
d9ad5153-ca09-418a-b3a5-078ea1b48536
Halak, Basel
8221f839-0dfd-4f81-9865-37def5f79f33
Sassone, Vladimiro
df7d3c83-2aa0-4571-be94-9473b07b03e7

[Unknown type: UNSPECIFIED]

Record type: UNSPECIFIED

Abstract

In the last few years, serious games have become popular, with a consensus of the benefits for teaching cyber security awareness and education. However, there is still a lack of pedagogical driven methodologies and tools to support serious games design to ensure they achieve the learning objectives. This paper proposes MOTENS, a pedagogical model, to design serious cyber games based on the gaps we identified in the current games design models and the lessons learnt from creating a serious tabletop game called Riskio, designed to teach cyber security awareness and education. The MOTENS model has six high-level components. Five components are linked to the games/design mechanics, and one component, `Theory', that supports the design's cognitive principles, including players' motivation. The model is used to design serious cyber games and goes through five stages, from identifying and segmenting target players, steps to creating game mechanics linked to pedagogy instruction and then to testing to create a serious game that is designed to achieve the games learning objectives.

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2110.11765v1 - Author's Original
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More information

Published date: 19 October 2021
Additional Information: 22 pages, 12 figures and 6 tables

Identifiers

Local EPrints ID: 471751
URI: http://eprints.soton.ac.uk/id/eprint/471751
PURE UUID: 817ca1ab-3d71-4b99-b941-d067c9e3a416
ORCID for Basel Halak: ORCID iD orcid.org/0000-0003-3470-7226

Catalogue record

Date deposited: 17 Nov 2022 17:44
Last modified: 24 Apr 2024 01:44

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Contributors

Author: Stephen Hart
Author: Basel Halak ORCID iD
Author: Vladimiro Sassone

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