Serious Games to Computer Networks Learning With CyberCIEGE: A Case Study in Brazilian Higher Education

  • Aliane Krassmann UFSM
  • Andressa Falcane UFSM
  • Luiz da Silva UFSM
  • Roseclea Medina UFSM

Abstract


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.

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Published
2015-07-20
KRASSMANN, Aliane; FALCANE, Andressa; DA SILVA, Luiz; MEDINA, Roseclea. Serious Games to Computer Networks Learning With CyberCIEGE: A Case Study in Brazilian Higher Education. In: WORKSHOP ON COMPUTING EDUCATION (WEI), 23. , 2015, Recife. Anais [...]. Porto Alegre: Sociedade Brasileira de Computação, 2015 . p. 31-40. ISSN 2595-6175. DOI: https://doi.org/10.5753/wei.2015.10219.