CROct 19, 2021

MOTENS: A Pedagogical Design Model for Serious Cyber Games

arXiv:2110.11765v14 citations
Originality Synthesis-oriented
AI Analysis

This addresses the problem of ensuring serious games achieve learning objectives in cyber security education, though it appears incremental as it builds on existing design models.

The paper tackles the lack of pedagogical methodologies for designing serious cyber games by proposing MOTENS, a model with six components that integrates game mechanics with cognitive principles, based on gaps in existing models and lessons from creating a tabletop game called Riskio.

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.

Foundations

The foundational work for this paper's niche, ranked by how specifically the neighbourhood builds on it — not by global fame.

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