
Serious Games to Computer Networks Learning With CyberCIEGE: A Case Study in Brazilian Higher Education
Author(s) -
Aliane Loureiro Krassmann,
Andressa Falcane,
Luiz Da Silva,
Rosecléa Duarte Medina
Publication year - 2015
Language(s) - English
Resource type - Conference proceedings
DOI - 10.5753/wei.2015.10219
Subject(s) - strengths and weaknesses , educational game , computer science , game based learning , field (mathematics) , serious game , computer game , multimedia , psychology , social psychology , mathematics , pure mathematics
Serious games are becoming emerging tools of educational support in the digital age. In this sense, the objective of this study is to evaluate the game about Computer Networks Security CyberCIEGE, in a higher education environment, to identify strengths and weaknesses in its use as a pedagogical tool. It was applied evaluations of the different game aspects. The research showed positive results that can assist in developing strategies for future serious games’ use in the educational field.