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Advisor(s)
Abstract(s)
Ensinar Segurança da Informação é um desafio, pois tal disciplina possui conceitos que
englobam diversas outras disciplinas de tecnologia informática, como por exemplo programação, redes, e sistemas operacionais. Além do professor necessitar conhecer um pouco de
cada uma, é preciso aplicar muito exercício prático para consolidação dos conhecimentos.
O aluno que desejar enveredar por essa área, precisa também realizar exames (certificações)
de maneira a conquistar um espaço mais proeminente no mercado de trabalho. Como
forma de adquirir esses conhecimentos de forma lúdica, e que inclua atividades teóricas
e práticas, os jogos digitais didáticos surgem como uma alternativa viável que podem
contribuir para que o aluno aprimore seu desempenho no aprendizado desse conteúdo.
Estudos têm sido realizados em relação à aplicação dos jogos digitais educativos, e foi
comprovado que o seu uso como um complemento à aprendizagem mais clássica poderá
ser mais eficiente do que apenas utilizar metodologias mais clássicas. Quando objetivam
motivar o processo de aprendizagem, eles são denominados jogos sérios (Serious Games).
Dessa forma, nessa pesquisa foi desenvolvido um jogo sério (educativo) projetado com o
software Construct 2 para alunos do Instituto Federal de Educação da Paraíba (IFPB),
Campus Santa Rita, Brasil, e que envolve toda a temática de Segurança da Informação, ou
Cybersecurity. O principal objetivo deste estudo é desenvolver um jogo digital e investigar
como é que este pode contribuir para a aquisição de conhecimentos na área da Cybersecurity. Este é um jogo de tabuleiro com perguntas e respostas, incluindo exercícios práticos
que podem ser realizados pelo próprio aluno (jogador) com o objetivo de responder às
questões propostas. No final do jogo é dada a pontuação de cada aluno em uma tabela,
o que pode permitir uma competição saudável entre eles, além de estimular no aluno a
vontade de jogar várias vezes para alcançar uma pontuação maior, e consequentemente
maior aprendizado. O jogo em questão é uma plataforma online, podendo ser acedida
simultaneamente por diversos utilizadores, e se espera que essa proposta possa ser utilizada
como uma ferramenta coadjuvante no processo de ensino e aprendizagem da Segurança da
Informação, área muito vasta e muito discutida ultimamente devido aos casos frequentes
de violação da privacidade, roubo de senhas e outros problemas. Para o desenvolvimento
do estudo recorremos à metodologia de Design Based Research (DBR), tendo participado
na pesquisa 27 alunos do ensino médio-técnico, tendo os resultados revelado que o jogo
permitiu a aquisição de novos conhecimentos, além de inspirar nos alunos maior interesse
pela temática.
Teaching Information Security is a challenge, as this discipline has concepts that encompass several other computer technology disciplines, such as programming, networks, and operating systems. In addition to the teacher/professor needing to know a little of each one, it is necessary to apply a lot of practical exercises to consolidate the knowledge. Students who wish to enter this area must also take exams (certifications) in order to gain a more prominent position in the job market. As a way to acquire this knowledge in a playful way, and which includes theoretical and practical activities, didactic digital games emerge as a viable alternative that can help the student to improve their performance in learning this content. Studies have been carried out in relation to the application of educational digital games, and it has been proven that their use as a complement to more classical learning can be more efficient than using only those classical methodologies. When they aim to motivate the learning process, they are called serious games. Thus, in this research a serious (educational) game was developed, designed with the Construct 2 software for students at the Federal Institute of Education of Paraíba (IFPB), Campus Santa Rita, Brazil, and which involves the entire subject of Information Security, or Cybersecurity. The main objective of this study is to develop a digital game and to investigate how it can contribute to the acquisition of knowledge in the area of Cybersecurity. This is a board game with questions and answers, including practical exercises that can be performed by the student (player) in order to answer the proposed questions. At the end of the game, each student’s score is given in a table, which can allow for healthy competition among them, in addition to stimulating the student’s desire to play several times to achieve a higher score and, consequently, greater learning. The game in question is an online platform, which can be accessed simultaneously by several users, and it is hoped that this proposal can be used as a supporting tool in the teaching and learning process of Information Security, a very vast area and much discussed lately due to frequent cases of privacy breaches, password theft and other problems. For the development of the study, we resorted to the Design Based Research (DBR) methodology, in which 27 high school students took part in the research. The results revealed that the game allowed the acquisition of new knowledge, in addition to inspiring us students more interest in the subject.
Teaching Information Security is a challenge, as this discipline has concepts that encompass several other computer technology disciplines, such as programming, networks, and operating systems. In addition to the teacher/professor needing to know a little of each one, it is necessary to apply a lot of practical exercises to consolidate the knowledge. Students who wish to enter this area must also take exams (certifications) in order to gain a more prominent position in the job market. As a way to acquire this knowledge in a playful way, and which includes theoretical and practical activities, didactic digital games emerge as a viable alternative that can help the student to improve their performance in learning this content. Studies have been carried out in relation to the application of educational digital games, and it has been proven that their use as a complement to more classical learning can be more efficient than using only those classical methodologies. When they aim to motivate the learning process, they are called serious games. Thus, in this research a serious (educational) game was developed, designed with the Construct 2 software for students at the Federal Institute of Education of Paraíba (IFPB), Campus Santa Rita, Brazil, and which involves the entire subject of Information Security, or Cybersecurity. The main objective of this study is to develop a digital game and to investigate how it can contribute to the acquisition of knowledge in the area of Cybersecurity. This is a board game with questions and answers, including practical exercises that can be performed by the student (player) in order to answer the proposed questions. At the end of the game, each student’s score is given in a table, which can allow for healthy competition among them, in addition to stimulating the student’s desire to play several times to achieve a higher score and, consequently, greater learning. The game in question is an online platform, which can be accessed simultaneously by several users, and it is hoped that this proposal can be used as a supporting tool in the teaching and learning process of Information Security, a very vast area and much discussed lately due to frequent cases of privacy breaches, password theft and other problems. For the development of the study, we resorted to the Design Based Research (DBR) methodology, in which 27 high school students took part in the research. The results revealed that the game allowed the acquisition of new knowledge, in addition to inspiring us students more interest in the subject.
Description
Keywords
Segurança da informação Jogos educativos Construct 2 Tabuleiro digital Information security Educational game Construct 2 Digital board
Pedagogical Context
Citation
Queiroz, Elane Almeida Meireles Véras de - Jogos digitais e o seu impacto na aquisição de conhecimentos na área de Segurança da Informação e Informática [Em linha]. [S.l.] : [s.n.], 2021. 120 p.