Learning to Hack, Playing to Learn: Gamification in Cybersecurity Courses
Abstract
1. Introduction
2. Theoretical Background
2.1. Mastering Technology as a Prerequisite for Cybersecurity
- paid products from well-known editors such as anti-viruses, Virtual Private Networks (VPNs), firewalls, web protections, etc., which offer a high security level [29].
- free products whose counterpart is their low efficiency. These ones can be free versions of well-known products or outsiders seeking a new marketplace. However, they can also be fake products that install adware and/or pop-ups to gather (or even steal) personal data as much as they introduce new vulnerabilities [30].
- custom device configurations without any additional security software. They, however, require IS security awareness and deep knowledge of their technical aspects. For example, most people leave wireless interfaces open, spreading their data around and encouraging opportunistic attackers. These ones can be from newbies (often called ‘script kiddies’) to experts [31]. Depending on the skills of the attackers and their maliciousness, the device can be enrolled in a Bitcoin-mining (or Monero, or any cryptographic money) farm or will participate in a Distributed Denial-of-Service (DDoS) attack [32].
- Think as a cybercriminal—it is necessary to identify vulnerabilities and threats. Indeed, a criminal mind is not really intuitive, as it circumvents tools or habits to obtain what s/he is looking for. Phreakers used whistles to make free phone calls [33]; some hackers used optical LEDs to exfiltrate data from air-gapped computers [34] or even turned power supplies into speakers [34,35]. Devices may allow actions initially strictly unwanted by designers. A first objective of our course was to share such an idea with our students.
- Compare yourself to successful cybercriminals—students need to analyze successful attacks to understand the techniques and strategies commonly employed by attackers.
- Reconstruct the sequence of events—to find pieces of information about an attacker through students’ understanding of the criminalistic modus operandi.
2.2. Managing Individuals in the Face of Emerging Threats
- Unintentional: wrong actions from inexperienced, negligent or influenced employees; for example, inattentive clicks, input errors, accidental deletions of sensitive data, etc. [47].
- Intentional and non-malicious: deliberate actions from employees winning a benefit but without a desire to cause harm; for example, deferring backups, choosing a weak password, leaving doors open during sensitive discussions, etc. [48].
- Intentional and malicious: deliberate actions from employees with a desire to cause harm; for example, divulging sensitive data, introducing malicious software, etc. [49].
2.3. Gamification as a Pedagogical Lever in Cybersecurity Education
3. Design and Implementation of a Gamified Cybersecurity Course
- Three theoretic lessons about information systems, social engineering, insider threats, security lifecycle and cryptography.
- Three practical lessons or tutorials split into two themes: external and insider threats. These will be described in Section 3.1 and Section 3.2, respectively, and rely on Section 2.1 and Section 2.2, respectively. After having chosen a theme, students focus on it.
- A gamified project detailed in Section 3.3 and relying on Section 2.3.
3.1. From Technology Mastery to the Management of External Cyber Threats
3.1.1. Tutorial 1—Let Us Hack It!
3.1.2. Tutorial 2—Know the Attackers
3.1.3. Tutorial 3—Find the Cat
3.2. From Individual Management to Awareness and Mitigation of Insider Threats
3.2.1. Tutorial 1—Unintentional Insider Threats
3.2.2. Tutorial 2—Intentional and Non-Malicious Insider Threats
3.2.3. Tutorial 3—Intentional and Malicious Insider Threats
3.3. Capture the Flag as a Gamified Learning Scenario
3.3.1. Part 1—Hacking a Laptop (Common to All Groups)
3.3.2. Part 2—Deceiving Individuals (Different from One Group to Another)
3.4. Discussion, Limits and Ethical Implications
4. Conclusions
Author Contributions
Funding
Institutional Review Board Statement
Informed Consent Statement
Data Availability Statement
Acknowledgments
Conflicts of Interest
References
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Arduin, P.-E.; Costé, B. Learning to Hack, Playing to Learn: Gamification in Cybersecurity Courses. J. Cybersecur. Priv. 2026, 6, 16. https://doi.org/10.3390/jcp6010016
Arduin P-E, Costé B. Learning to Hack, Playing to Learn: Gamification in Cybersecurity Courses. Journal of Cybersecurity and Privacy. 2026; 6(1):16. https://doi.org/10.3390/jcp6010016
Chicago/Turabian StyleArduin, Pierre-Emmanuel, and Benjamin Costé. 2026. "Learning to Hack, Playing to Learn: Gamification in Cybersecurity Courses" Journal of Cybersecurity and Privacy 6, no. 1: 16. https://doi.org/10.3390/jcp6010016
APA StyleArduin, P.-E., & Costé, B. (2026). Learning to Hack, Playing to Learn: Gamification in Cybersecurity Courses. Journal of Cybersecurity and Privacy, 6(1), 16. https://doi.org/10.3390/jcp6010016

