A THESIS SUBMITTED IN PARTIAL FULFILMENT OF THE REQUIREMENTS FOR DEGREE OF LICENTIATE OF PHILOSOPHY. Game-Based Instruction within IT Security Education K JE LL NÄ C K RO S Department of Computer and Systems Sciences, Stockholm University & Royal Institute of Technology Stockholm, Sweden 2001 Game-Based Instruction within IT Security Education K JE L L N Ä C K RO S Copyright © Kjell Näckros, 2001. Report series no. 01-018 ISSN: 1101-8526 ISRN SU-KTH/DSV/R--01/18--SE Department of Computer and Systems Sciences, Stockholm University / Royal Institute of Technology Forum 100 SE-164 40 Kista Contact information: Kjell Näckros Stockholm University/KTH Forum 100 SE-164 40 Kista Sweden Phone: +46 (8) 16 17 65 Fax: +46 (8) 703 90 25 Email: [email protected] URL: http//www.dsv.su.se/~kjellna Game-Based Instruction within IT Security Education K JE LL NÄ C K RO S Department of Computer and Systems Sciences, Stockholm University & Royal Institute of Technology ABSTRACT This thesis will show that computer games can be an efficient teaching method when learning to understand IT security. Through series of experiments carried out in Sweden during 1999-2000 with 76 undergraduates and 24 professionals data have been collected and subjected for quantitative and qualitative analyses. In the experiments learning preferences and teaching methods were matched and compared with acquired understanding of IT security related issues. A framework for Game-Based Instruction and Design, grounded in existing learning theories is presented and discussed. Based on this framework an applicable teaching method, a computer game to increase awareness/understanding of IT security related issues was developed and evaluated. Keywords: IT security education, Instruction, learning styles. security informatics, Game-Based This work was in part funded by the Swedish National Board for Industrial and Technical Development (NUTEK), project P10535-3. The work was also conducted in collaboration with SEIS and Säkdata Sert AB1. During the writing of this thesis SEIS2 became integrated with GEA3, (The Swedish Alliance for Electronic Commerce) and Nexus AB4 bought Säkdata. 1 2 Securitas Säkdata Sert AB, a company that implements IT security solutions e.g. e-signatures. SEIS, “Säker Elektronisk Information i Samhället” - a Swedish non-profitable association that promotes secure electronic communication in Sweden. 3 GEA-Gemenskapen för Elektroniska Affärer (The Swedish Alliance for Electronic Commerce). 4 Nexus AB is a Swedish company that markets e-commerce solutions. i TABLE OF CONTENTS List of figures and tables.................................................................................................. iv Preface and acknowledgments ........................................................................................ v Glossary .............................................................................................................................. vi C HA PT ER 1 Introduction........................................................................................................................ 1 1.1 Background to the research................................................................................ 1 1.2 Purpose of the research....................................................................................... 3 1.3 Research methodology ........................................................................................ 4 1.4 Research hypotheses............................................................................................ 6 1.5 Research contribution.......................................................................................... 7 1.6 Overview of the research.................................................................................... 7 1.7 Structure of the thesis.......................................................................................... 9 C HA PT ER 2 Theoretical background..................................................................................................11 2.1 Chapter introduction .........................................................................................11 2.2 Learning styles.....................................................................................................12 2.3 Towards a theory on Game-Based Instructional Design ...........................19 2.4 The theoretical framework for Game-Based Instructional Design ..........26 2.5 Quality of knowledge.........................................................................................29 2.6 Applicability within IT security education.....................................................31 2.7 Chapter conclusion ............................................................................................33 C HA PT ER 3 Game-Based Instruction ................................................................................................35 3.1 Chapter introduction .........................................................................................35 3.2 Characteristics of a computer game................................................................36 3.3 People and games ...............................................................................................37 3.4 Similar approaches..............................................................................................41 3.5 Model for computer game design ...................................................................45 3.6 Chapter conclusion ............................................................................................46 C HA PT ER 4 The Paradise model .........................................................................................................47 4.1 Chapter introduction .........................................................................................47 4.2 Development of the GBI model .....................................................................48 4.3 Chapter conclusion ............................................................................................58 ii C HA PT ER 5 Research design and methodology............................................................................... 59 5.1 Chapter introduction ......................................................................................... 59 5.2 Methodological considerations........................................................................ 59 5.3 Experiment design ............................................................................................. 60 5.4 This experiment design ..................................................................................... 61 5.5 Instrumentation .................................................................................................. 64 5.6 Procedures and collection of data ................................................................... 68 5.7 Data analyses ....................................................................................................... 69 5.8 Evaluation phases and preliminary investigations........................................ 73 5.9 Validity and reliability of the experiment....................................................... 78 5.10 Ethical considerations ..................................................................................... 79 5.11 Limitations in the study................................................................................... 80 5.12 Chapter conclusion .......................................................................................... 80 C HA PT ER 6 Findings and limitations ................................................................................................. 81 6.1 Chapter introduction ......................................................................................... 81 6.2 Evaluation of phase 3 – professionals............................................................ 81 6.3 Evaluation of phase 4 – students .................................................................... 82 6.4 Limitations in the results................................................................................... 92 6.5 Chapter conclusion ............................................................................................ 92 C HA PT ER 7 Concluding discussion and suggestions for future research.................................... 95 Bibliography...................................................................................................................... 99 Appendices .....................................................................................................................105 Appendix A – Material to participants Appendix B – Data Analyses with Anova Appendix C – Quantitative Results, Pretest and Post-test Appendix D – Qualitative Results iii LIST OF FIGURES AND TABLES Number Page Figure 1. Graphical overview of the research. ....................................................9 Figure 2. Experiential Learning Cycle ................................................................22 Figure 3. Bloom’s Taxonomy of Educational Objectives ..............................29 Figure 4. The SBC Model .....................................................................................32 Figure 5. The Systemic Holistic Model ..............................................................32 Figure 6. Classification of learning preferences and disciplines taught........33 Figure 7. An example view of SecSim game. ....................................................50 Figure 8. An example of the Authorware Environment ................................56 Figure 9. The Paradise Game...............................................................................57 Figure 10. Experiment design (I).........................................................................63 Figure 11. Experiment design (II).......................................................................63 Figure 12. Output from Keirsey’s Temperament II sorter ............................65 Figure 13. Evaluation phases ...............................................................................75 Figure 14. Distributions of Individuals in knowledge quadrants ..................84 Figure 15. Results – Learning preference and Instruction .............................86 Figure 16. Results – Learning preference or Instruction ................................87 Table 1. Distributions of participants ................................................................77 Table 2. Age & Gender distribution...................................................................77 Table 3. Results – Relative difference as percentage units .............................83 Table 4. Distribution of Groups .........................................................................85 iv PREFACE AND ACKNOWLEDGMENTS This thesis is a compound of three refereed papers [Näckros 1999a; Näckros 2000; Näckros 2001] and a number of reports for Nutek, which partly funded this study together with our industry partners. The author wishes to thank docent Robert Ramberg for help with the design of the experiments. Furthermore, the author wishes to thank Peter Lönnqvist, Fabian von Schéele and Fredrik Björck for the inspiring conversations, and of course all the participants in the experiments. At last, I wish to thank all of my friends whom I constantly forced to listen to my frustrations. v GLOSSARY The following terms are used throughout this study. CBI (Computer-Based Instruction) – The concept of utilising computers as instruction, used to distinguish CBI from conventional instructional theories which do not take today’s instructional setting into account e.g. hyper-media, distance learning. When discussing learning in CBI it is called Computer-Based Learning (CBL). Cognitive Style – Specific categories that describe ways in which individuals process information such as field dependence/independence, visual/haptic, serialistic/holistic and reflexivity/impulsivity [Summerville 1999]. Constructivism – Conceptions of learning assume that knowledge is individually constructed and socially co-constructed by learners based on their interactions with the world. The meaning that learners construct depends on their needs, beliefs and prior knowledge [Jonassen 1997]. GBI (Game-Based Instruction) – A sub domain to Computer-Based Instruction (CBI). The concept of utilising non-linear computer games as instruction. In this thesis a suggestion of a framework for GBI is proposed to be used when designing effective instructional computer games. When discussing learning in GBI it is called Game-based Learning (GBL). Inquisitivism – A descriptive approach designing effective CBI for adults. One of the key ideas in the inquisitivist approach is the removal of the paralysing fear that many adults have with learning technology [Harapnuik 1998]. Instructional Environment – Characteristics of the way teaching is taught. Learning Preference – Specific categories that describe an individual’s learning strategy or cognitive style. In this study the polar extremes holistic/serialistic are used. Also called “Conceptual competence” [Pask and Scott 1972]. Learning Styles – An individual’s preference for a particular environmental characteristic such as amount of light or quiet [Summerville 1999]. Matching Instructional Environments – Instructional environments designed to match a student's cognitive style [Summerville 1999]. vi MBTI (Mayer Briggs Type Indicator) – An attempt to measure and identify a person’s psychological profile/’type’ [McCaulley 1979]. MBTI differentiates between 16 psychological types and is based on Jung’s theory of psychological types [Jung 1923]. PKI – Public Key Infrastructure. All the different components together, that is needed to ensure secure electronic transactions based on asymmetric encryption. Satisfaction – The degree to which students are satisfied with the learning environment, are comfortable with the learning environment, and perceived that they learned from the experience [Summerville 1999]. SPQ (Study Preference Questionnaire) – An attempt to identify a person’s learning preference i.e. holist, serialist, or versatile. The questionnaire is a simplified version of Pasks extensive tests [Pask 1976a] and consists of 18 questions [Ford 1985]. Teaching Strategy – Characteristics of instructional environments i.e. topdown or bottom-up approach. Holist – also called bricoleurs, non-linear, global, relational – use a top-down approach when learning, remembering and recapitulate a body of information – as a whole, in terms of ‘higher order relation’. Serialist – also called linear, analytical – use a bottom-up approach when learning, remembering and recapitulate a body of information in small well defined and sequentially ordered segments. vii viii Chapter 1 INTRODUCTION This thesis will show that computer games can be an efficient teaching method when learning to understand IT security. Through series of experiments carried out in Sweden during 1999-2000 data have been collected and subjected for quantitative and qualitative analyses. In this thesis a framework for Game-Based Instruction and Design grounded in existing learning theories is presented and discussed. Based on this framework an applicable teaching method – a computer game to increase awareness/understanding of IT security related issues – has been developed and evaluated. 1.1 Background to the research In the modern information technological intense society, where more and more responsibility and demands are placed in the hands of the individual [Fillery-James 1999a], a general understanding of IT security is more important than ever. Not only for the individual in the role as a professional but also in the role as a citizen. Current instructional methods in understanding of IT security have a tendency to fit certain individuals better than others. Which in turn increases the feeling of insecurity for those who do not understand and therefore also increase the IT vulnerabilities in the systems they are using. Therefore it is important to find alternative/complementary methods that will stimulate learning/understanding of IT security issues also for these individuals, in order to strengthen the viability of the system as a whole. 1 Chapter 1 When teaching IT security, no matter of educational setting, it is impossible to meet every individual’s personal needs, although, it is substantiated that people learn and understand in several different ways of which some tend to be more efficient. One reason for this may be that most didactic methods e.g. books, multimedia, and front-end teaching, are structured and performed in a linear fashion i.e. teaching small pieces of information in a predetermined sequence in hope that the learner eventually will understand the overall picture. Unfortunately, the linear teaching strategy does not meet a large number of individuals’ learning capabilities5. This leads to unnecessary efforts for the unmatched group of people in the learning process [Pask 1976c; Turkle 1990; Yngström 1996] with a possible dissatisfaction and a low degree of understanding as a consequence. In order to deal with the complexity and practical nature of IT security, several teachers and researchers have underlined the need of practical applications within IT security education and also begun to experiment and investigate the possibilities of including this in the curriculum [Fillery-James 1999b; Irvine 1999; White and Sward 1999]. A common approach is to strive for teaching both soft and technical aspects of IT security, instead of either or, to make the learners understand the whole picture of IT security. Although, depending on the teacher and the teaching aids this can still be taught in a linear or a non-linear mode and so far there have been a lack of discussions about meeting the learners’ learning style within IT security education. The combination of identifying the learning style and the instructional treatment designed to meet the learning style characteristics, may prove to have significant impact on learner’s achievement and/or satisfaction with acquiring IT security issues. This researcher believes that IT security is too important not to consider meeting the students’ individual cognitive learning styles. There is still a lack of alternative non-linear teaching methods that will stimulate holistic learning within IT security education. 5 2 Also called cognitive styles Introduction This thesis investigates if computer games can be such a method. 1.2 Purpose of the research The purpose of this thesis was to investigate if computer games are a suitable teaching method to stimulate holistic learning of IT security issues and if computer games as a teaching method also would stimulate other aspects of leaning about IT security related issues, such as the amount of acquired understanding6. Given such a method people with holistic learning preferences7 should be able to acquire awareness of IT security issues, in terms of understanding, more efficiently than through conventional, linear teaching methods. This is based on the idea that computer games are an appropriate contrast to linear instruction i.e. non-linear, and therefore also ought to be especially suitable for people with holistic learning preferences. A tentative hypothesis was proposed in [Näckros 2000] wording the problem as; people with holistic learning preferences acquire IT security awareness, in terms of understanding, more efficiently when learning through playing computer games instead of using conventional, linear instruction. To investigate this the following activities were chosen. 1. To determine whether matching or mismatching subjects’ learning preference with teaching strategy had any effect on acquired understanding of IT security issues. 2. To determine whether matching or mismatching subjects’ learning preference with teaching strategy had any effect on subjects’ satisfaction with the teaching strategy and the learning experience. 3. Moreover, to be able to discuss efficiency in a particular learning experience we also investigated the time spent on learning. 6 Since we want to investigate the amount of acquired understanding, we will use Bloom’s taxonomy of educational objectives [Bloom, Engelhart et al. 1956] throughout this thesis. He distinguishes between ‘knowledge’ and ‘comprehension’ where ‘comprehension’ has a higher degree of understanding than ‘knowledge’. We will discuss this further in chapter 2. 7 In this study we will investigate one aspect of cognitive styles, learning preference. Gordon Pask called this conceptual competence [Pask and Scott 1972] and distinguishes between serialists and holists – serialists learn from details to wholes and holists from wholes to details. 3 Chapter 1 1.3 Research methodology Since a research hypothesis have been proposed in combination with suitable independent variables – teaching strategy and learning preference – and a dependent variable – the amount of acquired understanding in IT security – we have chosen to conduct two experiments with pretest – post-test within a control group design [Cohen, Manion et al. 2000]. This researcher has compared and evaluated the acquired understanding from two types of instructions by using experiments. The conventional linear instruction was a text, explaining PKI8 crypto systems and IT security to management in organisations, presented on a computer screen. The experimental instruction was a computer game explaining PKI. The instructions were evaluated and revised in order to be comparable in content and quality. To be able to develop a computer game as instruction a framework for the design of Game-Based Instruction (GBI) grounded in existing theories of learning was proposed. Based on this framework the computer game was developed by this researcher for the solitary purpose to evaluate the research hypothesis. Two identical simultaneous instructional experiments have been conducted on sixty-three undergraduates at the department of computer and systems sciences. The students’ learning style decided which experiment to be part of. The learning style was decided through Keirsey’s Temperament Sorter II [Keirsey and Bates 1984] that is based Mayer-Briggs Type Indicator (MBTI) and Study Preference questionnaire [Ford 1985]. The result indicated if the student had serialistic or holistic learning preferences. In this thesis these will be referred to as serialists or holists. 8 4 PKI, Public Key Infrastructure. Introduction The subjects were divided into an experimental group that was exposed to the experimental instruction and a control group that was not exposed to the experimental instruction but instead the conventional instruction9. The amount of acquired understanding was evaluated by using two types of questions in the pretest and post-test. These questions were designed to either match ‘knowledge’ or ‘comprehension’, according to Bloom’s taxonomy [Bloom, Engelhart et al. 1956]. Before the subjects started their learning the subjects filled in a pretest and after they filled in a post-test. The results from the pretest and the post-test were evaluated and the improvements compared between the groups. The collected data were analysed quantitatively to measure mean-differences in improvements between the four groups. The means were compared using Analysis of Variance (ANOVA). We also analysed each individual’s characteristics with his/her amount of improvement using qualitative methods. Thus, our experimental design will account for: Quantitative results through the pre- and post-tests, and time. Qualitative results through general questionnaire, the results from the quantitative analyses, post-test and the evaluation form. We decided that the intended target groups would include company management, ordinary employees and the public (students). A second evaluation has also been conducted to include professionals. The purpose was to evaluate user acceptance of the game as a teaching strategy against age, gender and previous knowledge in PKI. The evaluation took place at three different occasions with three different user groups and consisted of twenty-four subjects. Only qualitative data were collected. 9 In this thesis the linear instruction was regarded as ‘normal’, therefore the control groups received this type of instructional treatment. 5 Chapter 1 1.4 Research hypotheses The research design with two experiments and altogether four groups of subjects made it possible to extend the activities mentioned in section 1.2 and to discuss possible connections between learning preference, teaching strategy, satisfaction with the teaching strategy and the learning experience, and acquired understanding by also investigating all players, all readers, all holists, all serialist. Therefore, the following questions and working hypotheses were guiding the data collection and analyses. 1. Subjects who receive treatments matched with learning preference will have higher amount of acquired understanding about IT security than those who are mismatched. 2. Subjects who receive treatments mismatched with learning preference will have lower amount of acquired understanding about IT security than those who are matched. 3. Subjects who receive treatments matched with learning preference will have higher amount of satisfaction than those who are mismatched. 4. Subjects who receive treatments mismatched with learning preference will have lower amount of satisfaction than those who are matched. 5. Subjects who receive treatments with a non-linear teaching strategy will have higher amount of ‘comprehension’ than those who received treatments with a linear teaching strategy. 6. Subjects who receive treatments with a linear teaching strategy will have higher amount of ‘knowledge’ than those who received treatments with a non-linear teaching strategy. 7. To what extent does learning preference (serialist/holist), teaching strategy (linear/non-linear), matching/mismatching learning preference and teaching strategy, age, gender and satisfaction with the instruction singly or in combination, affect achievement in acquiring understanding of IT security. 6 Introduction 1.5 Research contribution This thesis’ research shows that computer games can be an efficient teaching method when learning to understand IT security. We also show that this counts especially for people with little or no initial knowledge in the area. In this thesis a framework for Game-Based Instruction and Design grounded in existing learning theories is presented and discussed. Based on this framework an applicable teaching method – a computer game to increase awareness/understanding of IT security related issues – has been developed and evaluated. Furthermore, we will demonstrate that the type of knowledge acquired depends on the teaching method used i.e. the subjects who learnt through the computer game acquired more ‘comprehension’ and the subjects who learnt through reading acquired more ‘knowledge’. 1.6 Overview of the research The approach will essentially be pragmatic. The research was carried out in four stages: literature review and related work, development of a framework for GBI, development of an educational model and evaluation of the model as instruction. 1) During the first stage general literature and publications within IT security, IT security education, learning theories, teaching strategies, computer based instruction(CBI)/ learning(CBL), computer games, game development and educational research were studied and investigated. The author of this thesis did not find at the time (Aug.1998) any current or previous practical attempts within IT security education, to match teaching strategy with learning preference, or any research that investigating relations between teaching strategy and type of acquired knowledge, or any attempts to 7 Chapter 1 investigate computer games as instruction10. However, within IT security, Yngström [Yngström 1996] p.160 has discussed that “...educators will have to pay attention to developing new educational tools, which will stimulate and support various learning preferences...” Fred Cohen’s [Cohen 1998] work within scenario-based training resulted in the development of security games, but in the opinion of this author, the games do not have the non-linearity dimension and were not developed with learning preferences in mind. 2) Development of a framework for Game-Based Instruction (GBI) based on Inquisitivism. To investigate the requirements on a computer game as instruction. 3) The findings from the first and second stage initiated the third stage in which a computer game based on GBI framework was developed as the non-linear teaching strategy11. We also decided to use Garefelt and Westerlund’s book on cryptology and PKI [Garefelt and Westerlund 1997] as the linear teaching strategy. The two teaching strategies were tuned to match each other in terminology and contents. 4) The fourth stage included the evaluation of the research hypotheses through experiments. The sampling strategy used included both professionals and students, but for practical reasons12, we needed to divide the evaluation into one approach for the professionals – uncontrolled environment – and one approach for students – controlled environment. For the first group we only evaluated the teaching strategy with qualitative data. The second group’s evaluation was conducted as two experiments with pretest – post-test and control group design. The collected data were analysed with qualitative and quantitative methods. Consequently, the research hypotheses were evaluated using both quantitative and qualitative analyses. This research is multi-disciplinary, containing theories within IT security, learning, knowledge, instruction and game design. Figure 1 is an informal 10 Since this thesis’ research started two game-based instructions have been developed, these will be discussed in chapter 3. Two adjacent studies on meeting students’ cognitive style have also been accomplished, although not within IT security. Will be discussed in chapter 2. 11 During the development of the computer game we also developed several models to illustrate how the graphical objects were related on different conceptual levels as described in reports for NUTEK [Näckros 1999c; Näckros 1999b] 12 which will be elaborated in chapter 5 8 Introduction mindmap, on different conceptual levels, illustrating how the different keywords and concepts in the thesis relate to each other. The intention is to keep the figure as simple and holistic as possible and therefore the type of relations are not discussed. Marked area indicates scope of thesis’ research. Lines indicate relations. Figure 1. Graphical overview of the research. 1.7 Structure of the thesis This thesis is divided into seven chapters. Chapter 2 discusses common trends and strategies within learning and understanding in general, and how computer games as instruction can be grounded in existing theories of learning by developing a framework on GBI. Chapter 3 continues the discussion on the characteristics of GBI by investigating the game-playing community and discussing similar approaches within teaching that utilises multimedia techniques. Chapter 4 presents the non-linear model, the computer game used in the experiments, developed to stimulate holistic learning. We will also discuss our experiences during the development process. Chapter 5 describes the research method and discusses the methodologies used. Chapter 6 presents the findings of the thesis’ experiments and discusses the limitations in the used process. 9 Chapter 1 Chapter 7 summarises the thesis’ research as a whole and discusses possible further research. 10 Chapter 2 THEORETICAL BACKGROUND This chapter consists of five sections. The first section discusses learning styles, the theories behind them and how these can be measured. The second section presents theories for learning that can be used to develop a framework for Game-Based Instructional design. Section three will also suggest such a framework. The forth section discusses quality of knowledge and how to measure it. The chapter ends with a discussion on the applicability within IT security education. 2.1 Chapter introduction According to a survey distributed among IT security managers in Sweden during 1994 [Johansson and Kager 1995], one of the main threat against computer-stored information was regarded to be un-intentional and un-correct changes and erases on existing information made by personnel. This opinion is also supported by more recent surveys [Björck 1998a; Lidholm 1999]. In an effort to map IT related crimes and incidents in Sweden, BRÅ13 found that 63% of the reported events involved insiders14 next to viruses and intrusions made by outsiders [BRÅ 2000]. The report stressed the importance of increasing the IT awareness and suggested more resources for education and training. Furthermore, there is also a need for a more efficient/applied education within IT security awareness. Björck [Björck and Yngström 2001] discusses the gap between ‘what’ is currently being taught (meaning abstract technical information security research) and the increasing demands from industry of ‘what is needed’. Industry would like to see more focus on organisational context oriented IT security awareness that 13 BRÅ – Brottsförebyggande Rådet (National Council for Crime Prevention in Sweden). 14 In the report, the following categories of IT related crimes were investigated; intrusion, virus, fraud, blackmail, illegal gambling, threats, prostitution, privacy, youth-related crimes, copyright, smuggling, economical crimes, money laundry, organised crime and information warfare. 11 Chapter 2 is useful. Perhaps it is not the wrong issues being taught, but more about ‘how’ it is taught? The lack of a holistic/interdisciplinary view during the instruction may lead to unsuccessful attempts for the learner, to put the issue in its real context. The learner will fail to understand the overall picture. Since all people learn and all educators teach according to their own personal references, the most efficient educational setting to raise IT security awareness ought to be individualised teaching, where teaching strategy and learning style are matched with each other [Felder 1995; Smith 1995]. It is unrealistic, however, to expect teachers in all educational settings to alter educational environments in order to meet each student’s educational needs such as differences in cognitive style [Summerville 1999]. In spite of the fact that the idea of using computer games as educational setting is neither new nor unique (as will be explained in chapter 3), there are very few discussions about their effect on the learner, especially in contrast to ‘conventional’ instruction. One of the reasons for this, maybe the lack of theories supporting such a technology based instructional design. Instead designers have ‘borrowed’ elements from existing learning theories, most notably from behaviourists and cognitive psychologists. The focus on knowledge construction and knowledge presentation perspectives makes the theory of ‘experiential learning’ (also called ‘discovery learning’) most useful in the instructional design [Nelson and Palumbo 1992]. In this research the theory of inquisitivism [Harapnuik 1998], which borrows important elements from experiential learning, are used as a base for the design of a computer game-based instruction (GBI). 2.2 Learning styles “Everyone thinks and learns in different ways, and implicitly accepts different thinking and learning ‘styles’ as a fact of our birth” [Smith 1995] p.7. In 1970, Marton distinguished, in 16 different experiments, two different approaches how to remember [Marton 1970]. The participants were supposed to remember 48 names of famous persons, written as a list on a paper. Some 12 Theoretical background of the participants started by analysing the different groups of people (e.g. movie stars, authors, politicians). The other simply tried to remember as many names as possible, starting from top. These two groups had two completely different procedures to accomplish the task. The first group tried to understand the content of the list and then advanced to the details – the names – while the second group started with the details – the names – to the whole – the list – by collecting as many names as possible. At first, the first group spent a lot more time and used a more flexible structure in categorising, but in the end they could repeat the names fast and fluid. The second group was inferior in the long run, regarding time, structure and result. There are apparently, at least, two different approaches to learn and process a body of information. Learning styles are the preferences for which types of information enter an individual’s brain in the most efficient way and how that information will be processed. Several researchers have tried to categorise these differences and there is a lot of literature on the topic. However, it is difficult to distinguish and compare the content of the studies since they all use a different terminology, depending on each one’s specific approach. Cohen [Cohen 1969] uses the categories ‘analytical’ versus ‘relational’. Pask and Scott [Pask and Scott 1972] use the term ‘conceptual competence’ and call their categories ‘serialist’ versus ‘holist’ (or ‘sequential’/’local’ versus ‘global’). Some use the term ‘learning style’ to refer to whether people are ‘visual’, ‘auditory’, or ‘tactile/haptic’ learners. Others call these differences ‘modalities’. Witkin [Witkin and Goodenough 1981] use the term ‘cognitive style’ and group people roughly in two categories ‘field independent’ versus ‘field dependent’, based on the way they perceive the world around them and process this information. Dunn and Dunn [Dunn and Dunn 1978] divides a person’s preferred ‘learning style’ into 18 factors, referring to environmental, emotional, sociological, and physical stimuli that affect a person’s ability to absorb and retain information. Kindell and Hollman [Kindell and Hollman 1989] use the term ‘learning style’ and call their two categories ‘linear’ versus ‘global’. McCarthy [McCarthy 1981] combines Kolb’s experimental learning model (will be discussed later) [Kolb 1984] and Jung’s four types [Jung 1923] with left/right hemisphericity and receives 8 ‘learning styles’. Cornett [Cornett 1983] has a list of ‘learning style’ parameters several pages long. Some researchers use the term ‘learning style’ synonymously with ‘cognitive style’. 13 Chapter 2 Felder [Felder 1993] suggests that a student’s learning style may be defined in part by the answers to five questions: What type of information does the student preferentially perceive: sensory – sights, sounds, physical sensations, or intuitive – memories, ideas, insights? Through which modality is sensory information most effectively perceived: visual – pictures, diagrams, graphs, demonstrations, or verbal – sounds, written and spoken words and formulas? With which organisation of information is the student most comfortable: inductive – facts and observations are given, underlying principles are inferred, or deductive – principles are given, consequences and applications are deduced? How does the student prefer to process information: actively – through engagement in physical activity or discussion, or reflectively – through introspection? How does the student progress toward understanding: sequentially – in a logical progression of small incremental steps, or globally – in large jumps, holistically? [Felder 1993] p.286 In this research we have investigated the last of these questions; concerning how a learner prefers to approach a learning task, sequentially or globally. 2.2.1 Serialist versus Holist Learners who prefer a sequential learning approach are referred to as serialists and learners who prefer a global learning approach are referred to as holists. Serialists prefer to focus on the details, which they eventually connect to bring the whole picture together – bottom-up approach. Holists prefer to have an overall understanding before they fit the details within the whole picture – top-down approach. One of the first to study this learning difference was Pask [Pask and Scott 1972], who through series of experiments with extreme forms of ‘global’ and 14 Theoretical background ‘local’ approaches [Pask and Scott 1972; Pask 1973; Pask 1976c; Pask 1976b] identified two different learning strategies, holists and serialists. Serialists learn, remember and recapitulate a body of information in terms of string-like cognitive structures where items are related by simple data links... Holists, on the other hand, learn, remember and recapitulate as a whole. [Pask and Scott 1972] p.218 Based on [Pask 1988], Felder elucidates this further: Sequential learners absorb information and acquire understanding of material in small connected chunks; global learners 15 take in information in seemingly unconnected fragments and achieve understanding in large holistic leaps. Sequential learners can solve problems with incomplete understanding of the material and their solutions are generally orderly and easy to follow, but they may lack a grasp of the big picture – the broad context of a body of knowledge and its interrelationships with other subjects and disciplines. Global learners work in a more all-or-nothing fashion and may appear slow and do poorly on homework and tests until they grasp the total picture, but once they have it they can often see connections to other subjects that escape sequential learners. [Felder 1993] p.288 As mentioned in the chapter introduction, it is impossible to meet each of the learner’s personal learning style. But, the fact is that most of today’s instruction are only designed to meet the serialists’ preferred way of learning. This may lead to unnecessary learning effort for the holists. “Before holists can master the details of a subject they need to understand how the material being presented relates to their prior knowledge and experience, but only exceptional teachers routinely provide such broad perspectives on their subjects. In consequence, many holists who have the potential to become outstanding creative researchers fall by the wayside because their mental 15 Instead of using the terms ‘global’ and ‘sequential’ learners this thesis will use the two categories serialist and holist as proposed in [Pask and Scott 1972]. 15 Chapter 2 processes do not allow them to keep up with the sequential pace of their science courses” [Felder 1993] p.28816. 2.2.2 Matching instruction Regardless of learning style inventory used, many researchers assert that it is important to match instruction with the preferred way of learning of the individuals for any relevant learning to take place. “Student with learning styles that are different to the teacher tends to perform less well” [Davison, Bryan et al. 1999] p.13. Previous studies on matching/mismatching instruction and learning style show that “matched instruction favours learning and mismatched instruction completely disrupts it (specifically, for explanation eliciting questions) and leads to specific types of misconception” [Pask 1976c] p.138. Most of the learners do not know their own learning style or their preferred way of learning. The most dominant method of instructional setting today, is based on the concept that students are passive containers for information that the instructor (teacher or instructional media) fills with contents [Harapnuik 1998]. As learner, one simply has to adopt the instructional setting offered and therefore suppress the otherwise chosen way of learning, with less quality of learning as a result. In this thesis’ experiments (explained in chapter 5) two learning style models have been used in order to decide the students’ learning style, the Myers-Briggs Type Indicator and Study Preference Questionnaire. 2.2.2.1 The Myers-Briggs Type Indicator One of the earliest attempts to categorise different styles of information gathering and decision-making, was illustrated in Jung’s theory of Psychological Types [Jung 1923]. His work is a model for many of today’s cognitive theories. He proposed separate categories characterising the basic preferences affecting not only what people attend to, but also how they draw conclusions about what they perceive. 16 Felder have based this reasoning on an article in Chemical Engineering Education, Winter 1990, p.7, ‘Meet your students:2. Susan and Glenda”, which the author failed to find. 16 Theoretical background One of the most known and widely used analyses based on Jung’s typology, which has been applied to education, is the Myers-Briggs Type Indicator (MBTI) [McCaulley 1979; McCaulley, Godleski et al. 1983; Felder and Silverman 1988; Davison, Bryan et al. 1999]. It attempts to measure and identify a person’s ‘type’, in this case, a psychological or personality profile based on Jung’s typology of conscious functioning (archetypes). MBTI differentiates between 16 psychological types based on the preferred orientation on each of the four axes or dimensions. [Myers and McCaulley 1985]: Extroversion-Introversion (EI) – This dimension identifies a person as an extrovert (oriented primarily toward the outer world making judgments on people and objects) or an introvert (making judgments on concepts and ideas). Sensing-Intuition (SN) – This dimension has to do with perceiving. One may perceive through the senses or intuition. Thinking-Feeling (TF) – This dimension differentiates between a person’s judgment. A person may think impersonally on logical consequences or feel decisions based on personal or social values. Judgment-Perception (JP) – This dimension focuses on a person’s extroverted side, how s/he deals with the outside world. A person can either use judgment or a thinking process. Or, s/he might use a perceptive process. The MBTI emphasise the interpersonal and affective dimensions of a person’s psyche. In order to distinguish serialists from holists we based the interpretation of the psychological types on the findings made by Ehrman. She applied MBTI to learning second language acquisition [Ehrman 1989; Ehrman and Oxford 1990], with the following indications: Extraversion – ‘Extraversion’ makes conversational risk-taking possible, which is an important for trying out new vocabulary and syntax, or just simply jumping in to a conversation even though one is not 100% sure of what is going on. The extravert depends on outside stimulation and interaction to engage in learning. Introversion – ‘Introversion’ provides for concentration and independence. The introvert weighs his/her utterances slow and 17 Chapter 2 carefully. S/he does not take any chances and is therefore not a risk-taker. Sensing – ‘Sensing’ allows for systematically process information and observing details. The sensing person needs a clear sequence of materials, clearly stated goals, and lots of structure. Intuition – ‘Intuition’ makes inferences and guesses from a context possible. S/he can structure his/her own training and conceptualises well. S/he also builds good models from which to work. The intuitive person is not concerned with accuracy and may overlook important details. S/he may also seek excessive complexity in discourse. Thinking – ‘Thinking’ facilitates analysis, self-discipline and instrumental motivation. A thinker may be overly anxious because self-esteem is connected with achievement and may need to have a lot of control. Feeling – ‘Feeling’ provides for an integrative motivation, which leads to a good self-esteem through good relations with teachers and classmates. A feeling person needs appreciation and must avoid tense social situations. Judging – ‘Judging’ is needed to engage in systemic work and to get the job done. A judge is rigid and intolerant of ambiguity. Perceiving – ‘Perceiving’ allows for an openness and flexibility, which implies adaptability and new experiences. However, lack of persistence and/or consistency may obstruct performance. Holists are differentiated from serialists by being focused on concepts rather than facts (‘intuition’ in contrast to ‘sensing’). Holists also want to understand fully without necessarily reaching a conclusion rather than to take in just enough information to arrive at a decision (‘perception’ in contrast to ‘judging’) [Felder and Silverman 1988; Davison, Bryan et al. 1999]. This was also tested through a conducted preliminary study of the experiment explained in chapter 5. 2.2.2.2 The Study Preference Questionnaire The ‘Study Preference Questionnaire’ (SPQ), developed empirically by Ford [Ford 1985], is based on Gordon Pask’s work on knowledge structuring and learning styles. This is a questionnaire with eighteen questions. Each one of 18 Theoretical background these has five possible answers. The outcome of this analysis shows the participants learning strategy, if s/he uses a holistic, a serialistic or both strategies. The latter is called versatile learners, which means that the person uses holist and serialist strategies as appropriate and in an effective sequence. The questionnaire was developed because of the complexity of the existing analyses e.g. Pask’s ‘Spy Ring History’ and ‘Smugglers’ tests. SPQ has efficiently been proved useful in a recent study investigating connections between navigation in hypermedia and learning styles [Lönnqvist 2000]. 2.3 Towards a theory on Game-Based Instructional Design “Tell me, and I will forget. Show me, and I may remember. Involve me, and I will understand.” Confucius (about 450 BC) As mentioned in the introduction of this chapter, there is a lack of learning theories about learning through computer games. There is also a lack of a corresponding technological framework on the design of such a computer game. One reason could be the many ways in which computer games’ design varies. A second reason could be the lack of game-based instructions (GBI). A third reason may be that computer games are considered to be designed for children, and consequently not for adults. This is important, because most of the evolving learning theories do not uniquely take into account adult learners, and there are differences such as adults need a valid reason to learn. While children have few experiences, their brains are able to create new neurological structures when learning occurs. In contrast, adults tend to have existing neurological structures already due to their vast experiences. New learning for adults, then, tends to require new connections between existing neurological structures. For this to occur, higher-order brain functions must take place. [Conner 2000] 17 17 Web source: http://www.learnativity.com/ 19 Chapter 2 Several researchers are questioning current learning theories’ applicability to today’s instruction [Jonassen 1991; Dryden and Vos 1994; Harapnuik 1998]. They argue that the theories do not account for modern IT in education such as distance learning and hypertext-media. Instead, new forms of theories have started to evolve such as inquisitivism. Although this theory does not distinctively have GBI in mind, but rather the more general computer-based instruction (CBI), this is the theoretical framework chosen as a base towards a model for GBI. The ten key concepts of the inquisitivistic approach are: fear removal, stimulation of inquisitiveness, using the system to learn the system, getting started fast, discovery learning, modules can be completed in any order, supporting error recognition and recovery, forum for discussions and exploiting prior knowledge, real world assignments, and developing optimal training designs. None of the concepts are particularly unique for Inquisitivism instead they are reflecting a synthesis of constructivism, discovery learning, active learning, functional context, situated learning and minimalism. 2.3.1 Constructivism Learning is an active process in which learners construct new ideas or concepts based upon their current/past knowledge [Kearsley 1997]. In the theory of andragogy the instructional designer has to consider that adults need valid reasons to learn, often approach learning as problem-solving and they learn best when their acquired knowledge can be applied immediately. Knowles put forward that adults are self-directed and expect to take responsibility for their own actions and decisions [Knowles 1975; Knowles 1984a; Knowles 1984b]. 20 Theoretical background 2.3.2 Discovery/Experiential Learning “There is an intimate and necessary relation between the processes of actual experience and education.” [Dewey 1938] Learners should obtain their own knowledge with an instructor (teacher or instructional media) as an assistant to either solve a problem or gather information and develop a hypothesis. Learning depends on the way we process experience or, more important, our critical reflection of experience. In ‘Kolb’s Experiential Learning Model’ [Kolb, Rubin et al. 1974], Kolb describes learning as a four-step process, identified as: watching and thinking (mind), feeling (emotion), and doing (muscle). The concept explores the cyclical pattern of all learning from experience through reflection and conceptualisation to action and to further experience. His work is primarily based on works from Dewey (emphasising the need for learning to be grounded by experience) [Dewey 1938], Lewin (emphasising the importance of the learner being active in the learning process) [Lewin 1951], and Piaget (describing intelligence as the result of the learner and the environment) [Piaget 1952]. 2.3.2.1 Kolb’s Experiential Learning Model According to Kolb, a learner is forced to select a ‘mode’ to manage incoming information. This idea is based on Piaget’s figurative and operative aspects of thought18; with this in mind he defines learning style on a two-dimensional scale based on how a person perceives and processes information. The way a person perceives information is categorised as ‘concrete experience’ or ‘abstract conceptualisation’ and the processing of information is classified as ‘active experimentation’ or ‘reflective observation’ as illustrated in Figure 2. Learners usually begin a concrete experience, which involves them in the topic or material. They then engage themselves in reflective observations, considering the subject from different angels. This process leads to abstract conceptualisation in which they develop theories or generalisations about the 18 Through experiments with children, Piaget investigated how knowledge and insight develops [Piaget and Inhelder 1971]. 21 Chapter 2 topic. At last, they use active experimentation to apply their theory to related material. Figure 2. Experiential Learning Cycle [Kolb 1984] When combining the two dimensions Kolb gets four types of learners. 1. Diverger (concrete, reflective) – experience is gathered through immediate experience and is turned to thought by internal reflection on the external world. This type of learner usually ask ‘Why?’ 2. Assimilators (abstract, reflective) – understand information best when it is presented symbolically and conceptually and time is given for internal reflection. This type of learner usually asks ‘What?’ 3. Convergers (abstract/active) – understand and perceive information best through concepts and symbols but need to work actively (external manipulation) in order to process the information. This type of learner usually asks ‘How?’ 4. Accommodators (concrete/active) – gather information best by immediate experience and need to process information through active action. This type of learner likes to solve real problems and usually asks the question ‘what if ?’ 22 Theoretical background Many researchers have questioned the validity and reliability of this model as a result Kolb revisited the primary model in 1984 [Kolb 1984]. Although, many researchers still question this, the model is widely spread and used. 2.3.3 Activity Theory To require ‘understanding’ learning is mediated through practical activity; activity is mediated by cultural signs i.e. language, tools, media, and conventions. As the products of learning change, activity changes along with the consciousness of the participants in a continuous, evolving cycle of learning [Harapnuik 1998]. 2.3.4 Functional Context The Functional Context Theory was developed for adults, training technical and literacy skills. The emphasis is to use instructional material similar to those that are used in the ‘real world’ [Sticht 1975]. Functional context approach is based on the following: Instruction should be made as meaningful as possible to the learner with regards to the learner’s prior knowledge. The learning material used should reflect the ones the learner will actually use after training. Literacy can be improved by: improving content knowledge, information processing skills, or the design of the learning materials. Evaluation of acquired knowledge in the learning requires context/content specific measurement. 2.3.5 Situated Learning The Situated Learning Theory stresses the importance of social interaction. Learners become engaged in a ‘community of practice’ and adopt the beliefs and behaviours of that community. Novices interact with the experts and become an expert of their own. This ‘mentorship’ is called ‘cognitive apprenticeship’ and is supposed to occur unintentionally. “Cognitive apprenticeship supports learning in a domain by enabling students to acquire, 23 Chapter 2 develop and use cognitive tools in authentic domain activity. Learning, both outside and inside school, advances through collaborative social interaction and the social construction of knowledge” [Brown, Collins et al. 1989]. This pedagogic framework has successfully been applied to CBI [Tholander 2001]. 2.3.6 Minimalism “One of the key ideas in the minimalist approach is to present the smallest possible obstacles to learners’ efforts, to accommodate, even exploit, the learning strategies that cause problems for learners using systematic instructional materials.” [Caroll 1990]. In an experiment at IBM Watson Research Center, Caroll gave a control group of employers the traditional 94 pages systems-style manual to learn. An experimental group were given a reduced version – 25 cards providing only general information for completing a task. The cards were intentionally created incomplete so that the learner had to fill in the missing details for him/herself. When evaluating, the participants were required to complete a real task. The results from the experiment showed that learning through the cards allowed for much faster learning and more successful performance in the task. According to [Harapnuik 1998], the minimalist approach offers one of the best theoretical foundations from which adult instruction can be designed. 2.3.7 Inquisitivism “...when learning computer games. Within minutes of handing a computer program or game to a child they have it installed, clicked on every menu item or button on screen, and are well on their way to racking up a score that most adults could never dream to achieve” [Harapnuik 1998]. Inquisitivism is about removing fear towards instructional tools and stimulating the natural curiosity. The key concepts include [Harapnuik 1998]: 1. Fear removal. Dealing with the paralysing fear that many adult learners experience must precede the stimulation of one natural inquisitiveness. Demonstrating that the computer or other piece of technology is not easily broken, providing explanations, examples and 24 Theoretical background solutions for common errors and problems and the application of data backup will help quell the adult learners fear. 2. Stimulation of inquisitiveness. With the fear abated, encouraging adult learners to become like children and enjoy the pleasure of inquisitiveness can be easily facilitated. Encourage the use of the ‘HHHMMM??? What does this button do?’ approach. 3. Using the system to learn the system. All training must take place on the actual system that is being learnt. 4. Getting started fast. Adult learners often have other interests than learning a new system. The learning they undertake is normally done to complement their existing work. The ‘welcome to the system’ prefaces and other non-essential layers in an introduction are simply a waste of the learners’ time. 5. Discovery Learning. There is no single correct method or procedure. Allowing for self directed reasoning and improvising through the learning experience will require the adult learner take full responsibility for his/her learning. 6. Modules can be completed in any order. Materials must be designed to be read or completed in any order. Students impose their own hierarchy of knowledge with is often born of necessity and bolstered previous experience. This will eliminate the common problems that arise from material read or completed out of sequence. 7. Supporting Error Recognition and Recovery. Much of what learner does is ‘errors’. Since there is such a pervasiveness of errors in most learning it is unrealistic to imagine that errors can be ignored. Error recognition and recovery strategies need to be implemented to enable learners to learn from their mistakes instead of being trapped by them. Use of Frequently asked Question lists (FAQ’s) Help Forums and other help strategies must be implemented to deal the errors and problems that arise. 8. Forum for Discussions and Exploiting Prior Knowledge. Adult education dealing with technology is often conducted through alternative delivery. Distance education, web-based instruction (WBI) and other alternative delivery methods can isolate students. Providing a conferencing system or similar computer mediated communication system for the replacement of face2face interaction is a crucial component of any alternative delivery program. Most adult learners of technology are experts in other areas or domains. Understanding the learners’ prior knowledge and motivation and finding ways to exploit 25 Chapter 2 it is one of the keys to effective adult training. In addition, adult learners can share their expertise or assist each other and should be encouraged to use conferencing system or other forms of computer mediated communication to facilitate social interaction. 9. Real World Assignments. ‘Make-work’ (purposeless) projects are simply useless. All assignments must have a real world application. Adult learners are often undertaking training to be able to work in their own area of expertise more effectively. If possible the assignments should be tied directly to the learner’s personal or professional interests. 10. Developing Optimal Training Designs. Feedback facilities like online surveys or email should be used to allow learners to immediately provide feedback on any aspect of a program. Problems with instructions, assignments, wording or other problems should be immediately addressed corrected. Instructional models are not deductive or prescriptive theories they are descriptive processes. The design process should involve the actual learner through empirical analysis so that adjustment can be made to suit the learners’ needs. ‘Develop the best pedagogy that you can. See how well you can do. Then analyse the nature of what you did that worked.’[Bruner 1960]19. 2.4 The theoretical framework for Game-Based Instructional Design A well-designed computer game ought to be an ideal learning environment because the learner will face real problem solving situations, on the assumption that all tools and pieces of information are available to solve a problem/concept. Additionally issues are: Owned knowledge; greater transfer of training and greater retention, because the discovered knowledge is ‘owned’ by the learner and then organised in terms of the learner’s interests and cognitive structures [Travers 1977]. Learner control; it is important that the learner has control over the learning situation [Goforth 1994], where control is defined as the power to manage the interaction between learner and learning material. Time; it is reasonably to assume that learning through a discovery learning process takes longer to accomplish than linear teaching 19 Bruner according to [Harapnuik 1998]. 26 Theoretical background methods. Additional time used in discovery learning and its effects must be taken into account when discussing its effectiveness as a method of instruction. By using elements of the previous mentioned learning theories the applicability, and suitability of using these in a framework for Game-Based Instructional Design based on Inquisitivism will be discussed. This framework is not complete and need to be revised to include the findings from the experiments presented in chapter 5. The following are the qualifications to use the ten concepts from inquisitivism: 1. Fear removal By learning through playing a game, the learner can explore the menus, buttons and objects on the screen in his/her own pace, without pressure. Since the learner already knows it is only a game, and therefore not a reality, s/he can be relaxed in a surrounding already familiar – the computer. 2. Stimulation of inquisitiveness In a computer game, exploration is necessary – there is no game without it. By presenting a holistic view over the constituent parts and concepts involved, the learner can be stimulated to explore. 3. Using the system to learn the system A computer game can be played on the learner’s own computer (the actual system), simulating tools and concepts partly familiar. In a well-defined simulation, you can expose and exploit the actual computer’s resources without any fear. But, it has to be clear that it is only a simulation and nothing will happen to the system or to the data used. 4. Getting started fast The computer game needs to be constructed in a way that the player can start play immediately and interact with the objects. The goal has to be clear and the interface navigation easy and intuitive. Depending on the computer game an introduction may be needed. 27 Chapter 2 5. Discovery Learning Through a computer game the player will need to cycle the experiential learning model by Watching, Thinking, Feeling and Doing – ‘Trial and Error’. The computer game needs to offer all the tools and information needed to solve a problem or learn a concept in a format that the learner ‘makes sense’ of. 6. Modules can be completed in any order Through a computer game the learner has to be able to interact with all objects on the screen, in any order and by ’trial and error’ manners drawing conclusions about the behaviours. 7. Supporting Error Recognition and Recovery Error recognition and recovery strategies need to be implemented to enable learners to learn from their mistakes instead of being trapped by them. Help forums and other help strategies must be implemented to deal with the errors and problems that arise. There has to be a possibility to ‘start from scratch’. In order to find out what failed and to learn from mistakes the learners need a guide to assist them in what has happened so far – a sort of a history description. 8. Forum for Discussions and Exploiting Prior Knowledge A forum for discussions is a good help in getting answers. However, in a single user computer game this is not possible, although there has to be some kind of help within the game – perhaps a vocabulary or links to further reading/discussions about the subject being taught. 9. Real World Assignments All problems/assignments must have a real world application. The simulation needs to take account for different kind of learners, with different kind of previous knowledge. 10. Developing Optimal Training Designs In order to improve the training design there has to be a possibility for the learners to give feedback. 28 Theoretical background 2.5 Quality of knowledge Traditionally, questions in tests are still to a large extent presupposing one correct answer, without considering the reasoning behind. This is also reflected in the positivistic pedagogical view of knowledge, as being able to recall facts, variable names etc. In an attempt to structure the domain of knowledge Benjamin Bloom and his colleagues designed a learning taxonomic classification of cognitive, affective and psychomotor behaviours where learning was divided into cognitive, affective and psychomotor domains [Bloom, Engelhart et al. 1956]. Cognitive Domain – The recall or recognition of specific facts, procedures, concepts, and universals that serve in the development of intellectual abilities and skills. Affective Domain – The way in which we deal with things emotionally – feelings, values, appreciation, enthusiasms, motivations, and attitudes. Psychomotor Domain – Involves physical movement, coordination, and the use of motor skill areas. In an attempt to establish a hierarchy of educational objectives, the cognitive domain, which involves knowledge and the development of intellectual attitudes and skills, was divided into subdivisions ranging from the most simple to the most complex behaviour, illustrated in Figure 3. Figure 3. Bloom’s Taxonomy of Educational Objectives [Bloom, Engelhart et al. 1956] In this thesis’ experiments we compared the level of understanding acquired during different instructional settings. The level of acquired understanding was determined by a test with 12 questions designed to match ‘knowledge’ and 10 questions designed to match ‘comprehension’ using Bloom’s taxonomy of educational objectives. The following are the educational objectives with typical questions from the test. 29 Chapter 2 Knowledge The level of ‘knowledge’ simply requires recalling acquired knowledge – memorisation. Words typically used are: define, recall, recognise, remember, who, what, where, when. For example: A symmetric encryption key is used to? 1. encrypt a message 2. decrypt a message 3. both of the above Comprehension The level of ‘Comprehension’ requires a sufficient understanding to organise and arrange material mentally – understanding. Words typically used are: describe, compare, contrast, rephrase, put in your own words, explain the main idea. For example: Explain in your own words how Adam can send a message to Eve, and be sure that no one else except Eve can read it? The common interpretation is that ‘knowledge’ is required to achieve ‘comprehension’, but it is possible to ‘comprehend’ how to use asymmetric encryption in practice without ‘knowing’ the constituent parts such as how the mathematical algorithms are constructed. It is also possible to ‘know’ how one particular mathematical algorithm for asymmetric encryption is constructed without ‘comprehend’ how to use it in practice. These two are the only levels used in this thesis’ experiments in order to discuss how the quality of acquired knowledge depends on the type of educational instruction. Therefore no examples are given here. Nevertheless, the other four levels, which will not be discussed further in this thesis, are: Application Implies the use of knowledge to solve problems. 30 Theoretical background Analysis Examining material or relationships of information of constituent parts and arriving at some solution or response. Synthesis Combining elements and parts into a unified entity. Evaluation Involves making judgements, appraising, measuring, and critically inspecting some idea or object and determining its relative value or worth. 2.6 Applicability within IT security education The complexity of the information and communication security field makes instruction challengeable. Most of the IT security models today, include not only technical but also managerial and social issues. Kowalski suggests in his proposed SBC-Model, illustrated in Figure 4, the importance of including ethics, politics and law, operations and management, and technology when protecting information handled by IT [Kowalski 1994]. Yngström stresses the importance of relating IT security problems to its surrounding by delimiting the problem to existing physical entities, on specific abstract levels, in specific contexts. She has summarised the ideas in the Systemic-Holistic Model, illustrated in Figure 5, and proposes a systemic-holistic approach when trying to understand IT security [Yngström 1996]. Both models are based on general systems theories. Because of the extremely wide span of issues to consider and the multi-disciplinary nature of these issues, versatile approaches are necessary when teaching IT security. Today’s instruction, which is still, to a large extent, linear, does not fit when teaching IT security. Since learners have different learning preferences and IT security is multidisciplinary we need to be open-minded to alternative/complementary types 31 Chapter 2 of instructions in order to improve understanding of IT security. There is a lack of instructions supporting learning in quadrant 3 and 4, Figure 6. Figure 4. The SBC Model [Kowalski 1994] p.19 Figure 5. The Systemic Holistic Model [Yngström 1996] p.31 32 Theoretical background Figure 6. Classification of learning preferences and disciplines taught. [Yngström 1996] p.158. There is a lack of instructions supporting quadrant 3 and 4. 2.7 Chapter conclusion In this chapter we have presented: 1. Different learning styles and how these can be measured. 2. Theories for learning that can be used to develop a theory/framework for GBI design. 3. We have also suggested such a framework for GBI design. 4. We have also discussed and decided how to measure quality of knowledge. 5. Furthermore, we have discussed the applicability of using GBI within IT security education. We have discussed the importance of not applying learning theories for children to adults. They think and learn differently. We will also discuss this in the next chapter when discussing the players of computer games. 33 Chapter 2 In the next chapter we will continue discussing the design of GBI from a user/developer perspective. 34 Chapter 3 GAME-BASED INSTRUCTION This chapter starts with a discussion about what characterises a game. Thereafter, comes a presentation of a selection of existing or planned game-based teaching methods within IT security and adjacent domains. 3.1 Chapter introduction The usefulness of using computer games as instruction in order to acquire a higher level of awareness within IT security is an unexplored educational field. Although, there exist adjacent game-approaches to learning and some of these will be presented. But, so far this researcher has not encountered a serious evaluation of their effect on the quality of learning, especially not in contrast to conventional instructions. In the previous chapter was discussed that learning through discovery usually takes longer time than conventional, linear instructions and, as we will discuss in this chapter, GBI are more expensive to develop. So, the question is; are GBI motivated to develop? I will start by exploring the nature of computer games in terms of: The characteristics The people involved o The players o The developers 35 Chapter 3 3.2 Characteristics of a computer game According to Chris Crawford, a game is a closed formal system that subjectively represents a subset of reality [Crawford 1984]. By that he refers to: ‘Closed’ – The model world created by the game is internally complete and self sufficient as a structure. ‘Formal’ – The mainstream of game play has explicit rules. ‘System’ –A game consists of a collection of parts that interact with each other in complex ways – a system. ‘Subjectively represents’ – A game creates a fantasy representation, not a scientific model. Crawford means that the distinction between a simulation and a game is that “a simulation is a serious attempt to accurately represent a real phenomenon in another, more malleable form. A game is an artistically simplified representation of a phenomenon” [Crawford 1984] p.8. A player’s fantasy is the key agent in making the game psychologically real. ‘Subset of reality’ – First, a game is only a model of reality, and thus a subset of reality. Second, a game provides ‘focus’ to the choice of matter and therefore only presents a subset of reality. “...too large a subset of reality defies the player’s comprehension and becomes almost indistinguishable from life itself...” [Crawford 1984] p.9. Because of each computer game’s uniqueness, it is difficult to strictly categorise a certain game. But it seems that the following categories can be recognised as distinguishable: Action In this category, the player is represented as the main person. The story is usually about beating the opponents, with cunning and pure force. For example; Tomb Raider, Doom, Quake. Adventure The player is placed in another world. The story is about solving mysteries and/or exploring the world. For example; Safecracker, Grim Fandango. 36 Game-Based Instruction Recreation and sports The game is based on actual /or fantasy/ recreations. For example; footballand golf games. Role-playing The player is one of a company/group, and all involved players create part of the intrigues and story as time passes. For example; Final Fantasy, Ultima Online. Simulation The game is a model of reality e.g. in action and/or behaviour. For example; flight simulators as well as SimCity. Strategy The player has with cunning to overcome his/her opponent in different scenarios. For example; Command and Conquer, Warcraft. Puzzle The game is usually a computerised representation of simple board-games. For example; cards, Yatzee, Trivial Pursuit. Most of the games listed above have more than one aspect attached to it and could easily fall under several categories. In some categorisations, ‘Children games’ and ‘Educational games’ are added to the list of game categories. Interestingly is that games for children and educational games, usually falls under the same category. 3.3 People and games Why are not educational computer games professionally developed? This question will be discussed by answering some more questions. What do the typical player and developer look like? Are they tuned with each other? Do they have something in common? Is there a difference in producing a computer game in contrast to other similar products? 37 Chapter 3 3.3.1 The players One thing that is probably unique with game players, in contrast to users of other entertainment, is the possibility of becoming famous or even rich, as a player [Frank 2001]. Nowadays, there are competitions all over the world, to survive the longest, to receive the highest score etc. The carrot is money and glory, perhaps even outside that particular ‘game-community’20. Though the computer game industry is relative young (about two decades), people have used traditional games for recreation, amusement, learning and competition for as long as we know. A general opinion is that computer games are only for children but this is not the case. All groups in the society play games. There are some differences however, in how and why people play. The independent variables – determining factors – seems to be based on age, gender and how pressed for time one feels [Malekani 1998]. Age: This relates to the familiarity with computers and new media a person has. The young people of today are not used to slow mediums such as books or conventional instruction [Keirsey and Bates 1984; Highland 1992; Näckros 1999a; Prensky 2001]. Marc Prensky calls this group ‘the under-30 generation’ [Prensky 2001]. They are used to fast media such as MTV, cellular telephones and Internet where everyone (of importance!) is reachable at all times. They have developed a new way of communication. The conventional teaching strategies are simply too boring. Characteristics for this game-playing group of people (19>35) are: How: They can afford buying expensive computer games, and, Why: The reason for playing is usually to relax [Malekani 1998]. 20 All players sharing the same interest in a particular game usually creates a community together in which they exchange ideas and game strategies with each other. 38 Game-Based Instruction Younger people (13>22) tend to use computers as a medium for social activities. They often play together in net-based games21 [Frank 2001]. Older people (limited familiarity and/or not grown up with computers) play for the same reasons but prefer using more traditional games, not requiring computers or games that are similar to these [Frank 2001]. Kids (3>16), usually play to learn something, solve problems and/or feel to have control and create their own worlds [Östfeldt 1999]. This thesis does not cover this group of people. But, it is important to mention that kids and adults learn and think differently [Knowles 1975; Knowles 1984a; Harapnuik 1998; Conner 2000], have different views and reasons to play, as presented above. It is therefore not possible to develop/evaluate games and instructions for the two groups according the same models. Gender: According to [Malekani 1998], a significant majority of the adult players are males. This is however not the case when it comes to children, where the difference between the genders is minor [Östfeldt 1999]. Today’s children are used to modern technology and therefore integrate it in their everyday life. Characteristics between genders are [Malekani 1998]: How: About 41% of the males played regularly, mostly ‘action’ games for about four hours a week. Only 11% of the females played regularly, preferring ‘strategy’ and ‘adventure’ games, playing in average two hours a week. Why: The male players stated that they play for fun, and a good way to pass time and to escape from reality. The females did not state any particular reason. They simply disliked it. Too time-consuming and they prefer to meet friends in person instead. Lack of time: Stressed people with much lack of time do not play. That is also the main reason from the participants in Malekani’s investigation who answered that 21 Net-Based games are played by several players, at different computers and locations, connected by a network, sharing the same game. 39 Chapter 3 they do not play. They simply do not have the time to spare. However, males tend to a larger degree to play, as a safety-valve, to relax. Summary for players: The common adult player is a male between 25 and 30 years old and plays mostly action games for fun to relax and escape reality for about 4 hours a week. 3.3.2 The developers The author of this thesis attended at a seminar in Stockholm, 27 April, about current trends and the future of computer games [REPLAY 2001]. Among the participants were computer game developers, producers, journalists, scriptwriters, artists and educational institutions represented. Subjectively, this researcher realised that the developers’ target group is male, between 13 and 35, that is, the same group of people that actually produces the majority of games. The author of this thesis suggested at the seminar, expanding the target group by producing other kinds of games, but the participants at the seminar had no plan of doing this. The author continued by suggesting educational computer games for adults, but still very little response. My impression was that it seems most of the games are produced by enthusiasts developed for the same enthusiastic target group. Peter Molyneux, a computer game developer, has also verified this phenomenon at a later occasion [Heimbach 2001]. It also seems that educational computer games are apprehended as childish by definition, and something they do not want to be related to. Instead, they want to impress and astonish each other with the latest technology, in the hunt for the perfect virtual world. Developing educational tools will make them feel restricted in the development process. This researcher hopes that this reflection was wrong; otherwise the technology will lead us (our creativity), instead of the other way around. 40 Game-Based Instruction In Germany, Molyneux notice a new trend of computer games where moral and ethics are vital [Heimbach 2001] such as; feed your chicken otherwise it will become hungry and cruel and may hunt you down. Anders Frank has identified four major problems with the computer game industry today [Frank 2001]: 1. Game development is regarded as a high-risk project. A modern computer game is expensive to develop, which makes the publisher /producer/ only to invest in already tested games. This eliminates new ideas and new form of games to be developed. 2. The cost of developing a working demo. It is very difficult to get investors to the project. Often they demand a working demo of the actual game. Who is paying for the development of this? 3. The pressure on the developers. A computer game has a time-span for about five moths. As soon as the project is initiated, the advertisement of the product begins. So, it is very important to keep milestones and deadline for distribution in order to get return on investments. This can restrain the actual developers. 4. The dependence of technology. It is not uncommon that during the development process the technology changes, and the developers have to redesign the whole game. To develop a modern computer game is a time-consuming and an expensive task. Today, a standard computer game requires between ten and fifty developers, working fulltime for about two years [Fjellman and Sjögren 2000]. So, this researcher repeats the question; are they motivated to develop? 3.4 Similar approaches At the time this research was initiated (1998) most of the following games within IT security were not developed i.e. Cyberprotect and Warning for Virus. During 2000, Telia22 and ÖCB23 together with ‘Dataföreningen i Sverige’24 decided to develop a computer game to increase the players’ 22 Telia - a major phone company in Sweden. 23 ÖCB – Överskyddstyrelsen för Civil Beredskap (the Swedish Agency for Civil Emergency planning). 24 Dataföreningen i Sverige (the Swedish Information Processing Society). 41 Chapter 3 awareness of basic IT security. The author of this thesis was also involved through active participation in the reference group. Cyberprotect is an interesting product because it is a professionally developed product that utilises action in such a way that the user maintains the overview of how the different objects in the system interact together. It is the author’s belief that these are both good examples of introducing computer games as instruction in the society. Unfortunately, this researcher has so far not seen any attempts to evaluate these as instructions. 3.4.1 IT security Cyberprotect from SAIC This is a graphical arcade-like game produced by US Defence Information Systems Agency and Carney Interactive. The idea is to protect your assets from network intrusions. As player, you start with a budget and invest in protective means with regards to malicious code, viruses and users, both insiders and outsiders. When you are ready, it is time to test your solution. The network and the system are then exposed to three randomised attacks. You will then get feedback on the outcome. The player will learn that securing your network is a continuing task, and that it is impossible to secure the system against everything. Warning for Virus from SBA-education25 The player will be introduced to a collection of scenarios, and has to choose one of these to play. Each scenario is designed to match a security problem to solve. The general process of doing this is the following; a problem has occurred and something went wrong. By interviewing different roles in the organisation the player is now supposed to find out how the problem could have been avoided and safeguarded. The purpose is to make employees understand basic IT security. 42 Game-Based Instruction The Cracking Game from Fred Cohen & Associates26 The player’s goal is to get into the mystery site, find out what they are doing in there, act accordingly, and get out without being tracked back to your real identity. The purpose is to understand how crackers thinks. Network Security Simulator from Fred Cohen & Associates The purpose is to make employers understand basic IT security vulnerabilities in a computer network. SecGo Tutor from Instrumentointi Oy27 This is not really a game but a teaching aid that utilises sound and images to navigate and read about IT security. Through guided tours, dictionary, lessons and tests, the player acquires awareness in IT security. The purpose is to make employees understand basic IT security. 3.4.2 Economics Hotcalc from Adactor28 Hotcalc is a role-playing, simulation game that takes place in a fictitious Swedish town and is played over a network. Up to six groups of people can participate at the same time and a role-playing ‘leader’ is needed to control the events. The players run companies within hotel and restaurant businesses and have the ability to cooperate or compete with each other. As in real life they must plan their actions and are forced to come to a decision according to their prerequisites. The purpose is to make people within hotel and restaurants businesses to learn how to run a business. 25 http://www.dfs.se/sba/vvhs/ 26 http://all.net/ 27 http://www.secgo.com/ 28 http://www.hotcalc.se 43 Chapter 3 Moneymaker from Intermezzon29 MoneyMaker, is an interactive, scenario-based simulation training designed to practice complex B2B30 sales processes. Through realistic scenarios the player is supposed to win a huge contract from the customers. The purpose is to teach the player sales, customer service and relationship management. 3.4.3 Law, Criminology, Journalistic VR-reporter from James Madison University, Virginia3132 This is an investigating game. The player is a reporter, on a crime scene and is supposed to find out what has been happening. By turning himself 360 degrees on the screen, the player can see everything on the scene and interview the people he wants. Thereafter, he can supplement his notes with additional phone interviews. The purpose is to learn how to observe and investigate crimes. Ongoing project – Multimedia as jurisprudential teaching aid33 from IRI34 The purpose is to increase the awareness and knowledge within law of procedure. 3.4.4 Drilling tools Straight Shooter from Games2train35 This game reminds of the existing 3-dimensional action games on the market e.g. Quake, where instead of shooting monsters the player ‘shoots’ ideas with his cellular phone towards demanding customers. The goal is to obtain new customers to the bank. 29 http://www.intermezzon.com 30 B2B (Business to Business) 31 http://maccentral.macworld.com/news/0102/09.reporter.shtml 32 http://www.jmu.com 33 http://www.juridicum.su.se/iri/pewa/bevisproj.htm 34 IRI – Institutionen för RättsInformatik (the Institution for Law and Crime, Stockholm University). 35 http://www.games2train.com 44 Game-Based Instruction The purpose is to make the players remember a given material e.g. a company policy. 3.4.5 Design The Monkey Wrench Conspiracy from Games2train Through making and repairing tools e.g. weapons, the player is going to rescue a space station from being hijacked by aliens. The purpose is to make the player learn how to use a certain tool for CAD/CAM i.e. design tool. 3.4.6 Simulators The purpose with a simulator is to simulate real-time events. It is important that the surrounding is similar to reality e.g. flying an aircraft, car, nuclear power plants etc. The purpose is to make the player experienced and familiar with the simulated scenario without actually being there (without any risk). 3.5 Model for computer game design When producing an educational game we need to be able to evaluate its effectiveness and usefulness e.g. in order to make improvements. As any other software this also includes the design. The fact that there is a lack of formalised models for evaluating computer game design makes evaluation complicated. To be able to evaluate the quality of game design we needed a number of critical parameters that could illustrate the game’s constituent elements. We decided to use Geof Howland’s model that separates the game design into five design elements [Howland 1998], graphics, sound, interface, gameplay and story. 1. Graphics; is all images that are visual and all effects that are applied on these. It also includes 3D-objects, textures, 2D-objects, video and everything else that the player is going to see. 45 Chapter 3 2. Sound; is music, sound effects and everything else that the player is going to hear. 3. Interface; is everything that the player needs to interact with to be able to play the game. It includes the clickable graphics, menus that the player has to navigate through and the game’s own possibilities to adjust or control the game’s different parts. 4. Gameplay – how fun it is to play. How involved or engaged the player becomes. Could be measured in time that the player plays. 5. Story; is about all background information that are necessary to know before the game starts, all information that the player receives while playing and when the game is over and all information that the player learns about or through the characters in the game. 3.6 Chapter conclusion In this chapter we have identified that the framework of a GBI for IT security, suitable for adults, should additionally meet the following requirements: 1. Use the latest technology regarding sound and graphics 2. Reflect a ’real system’, simulation. 3. Be result oriented 4. Not be childish 5. Not be too obviously educational, but give the feeling of making progress 6. Be possible to evaluate We have also presented an evaluation model for the design of a computer game. 46 Chapter 4 THE PARADISE MODEL The two previous chapters discussed the importance of matching learning and teaching strategies within IT security, and presented a selection of GBI within adjacent domains. However, they were not specifically developed in the context to contrast linear instruction, and especially not within the field of IT security. In this chapter we want to discuss and present the developed GBI, the process and our experiences from the development. 4.1 Chapter introduction We did not find a GBI within IT security, at the time (1998), suitable for evaluating its usefulness as a non-linear instruction, instead we needed to develop a GBI that would match the requirements/framework presented in the two previous chapters. To design an interactive computer game is a task differing from designing regular software. Even in its simplest form, there are many complex relationships on different conceptual levels [Yngström 1999]. Because the lack of existing methodologies and documentation regarding the development of GBI, we found it suitable to present some of our evolved experiences and ideas. 47 Chapter 4 4.2 Development of the GBI model The game design sequence follows Chris Crawford’s empirical suggestions on how to approach this kind of production [Crawford 1984]. 1. Choose a goal and a topic 2. Research and preparation 3. Design phase a. I/O structure b. Game structure c. Program structure d. Evaluation and design 4. Pre-programming phase 5. Programming phase 6. Play-testing phase 7. Post-mortem This is not a step-by-step procedure, “...game design is far too complex an activity to be reducible to a formal procedure...formal reliance on procedures is inimical to the creative imperative of game design” [Crawford 1984] p.49. We will explain the different sequential steps as they come. 4.2.1 Goal and Topic It is vital that a game must have a clearly defined goal, expressed in terms of its effect on the player. Since this is an educational game, the goal will be to make the player learn/understand the intended message. The means, in which the goal is expressed, is the topic i.e. the environment in which the game will be played. After some brainstorming we ended up with four different topics, initially called scenarios: 48 The Paradise model 1. Communication between two individuals via an electronic media, to show the need of security mechanisms in ensuring confidentiality, authenticity, integrity and non-repudiation. The solution could be digital signatures and encryption of messages. 2. Contingency planning – to show the balance between time for/extent of/ recovery from loss of data/information and the cost/extent of doing this. What can be done? The need for backup etc. 3. Classification of documents/information. Different kinds of documents that need to be categorised in a rapid speed, with a classification scheme as a model. The model is first presented to the player and when the documents start popping up on the screen, the player needs to classify it according to the model, as fast and correct as possible. If s/he fails doing this, the document becomes a potential threat and an event randomly occurs e.g. confidential information is being exposed to unauthorised users, modified or deleted. 4. Take the role of an IT-security manager in a simulated information-intense company. Different events happen all the time e.g. new threats, new employees, un-recoverable backups, interceptions. The balance between the effectiveness of the company and the implementation of different safeguarding mechanisms will be visualised by economic consequences and sound working conditions as for instance happy and loyal employees. At first we decided to continue working with topic number 4. This was the most challenging one and would offer good opportunities to instruct how to look upon a system as a whole by viewing security on different conceptual levels. Hopefully, the learners will understand that security needs to be integrated into the system instead of just being viewed as an additional module. This approach had the holistic view and the simulation aspects we wanted to achieve. The idea was to create a technological framework with a set of modules. One module would correspond to one security threat or a safeguarding method. Students could then create additional modules and successively expand the possibilities of the game, see Figure 7 – the SecSim game. 49 Chapter 4 Figure 7. An example view of SecSim game. Unfortunately, we did not, at the time, have the resources to go through with this. We also saw difficulties in evaluating the results against our hypothesis. We chose together with our industry partners SEIS and Säkdata, both working within PKI (Public Key Infrastructure), topic number 1. The goal became therefore to make the players of the game to understand PKI. How it works, what and how it is used. The topic was decided to use a holistic view, in a non-linear fashion, on the communication process i.e. two participants communicating electronically – (1) a sender and (2) a receiver of (3) a message, via (4) a network, exposed to 50 The Paradise model (5) a malicious user and (6) a common third part upon which all participants trust and rely. The player should at all times be able to view the actual contents of the message in order to understand if it had been modified, i.e. understand integrity. By playing, the player should also be able to understand the concepts of authenticity, confidentiality and non-repudiation, the meaning with and use of a reliable third part, certificates, electronic signatures, symmetric- and asymmetric encryption. 4.2.2 Research and preparation During this step we wanted to know about previous and current attempts to make ordinary people understand PKI. Within SEIS there had been an attempt to explain the use of electronic IDcards to the general public using scenario techniques [Bjärbo, Boström et al. 1996]. Scenarios were taken from everyday life and were initially presented in a comic-like fashion. In a paper by [Bell, Thimberly et al. 1999] a traditional game sending around boxes containing secret messages in a classroom was described. The boxes were armament with different padlocks, keys kept by different participants, this way presenting (parts of) a PKI in a gaming situation to students. Another strategy was used by [Whitten 1999] where it was concluded that regular undergraduate computer science students had difficulties in using a PKI solution in their regular life situations. We found the scenario-based comic-like approach most rewarding and this thesis is partly a spin-off from their work. In order to determine how the scenarios of the GBI would look we started to investigate the requirements for such an instruction from the perspective of users/players/learners. We conducted an extensive research on the connection between the use of computer games and target groups [Malekani 1998; Östfeldt 1999] (see the previous chapter), which resulted in a study of children’s use of computer 51 Chapter 4 games [Östfeldt 1999] and a study of grown-ups’ use of computer games [Malekani 1998]. We also analysed organisations’ IT security needs and discussed how IT security awareness may be measured [Björck 1998b; Lidholm 1999]. Furthermore, we discussed the value of IT security education [Yngström and Björck 1999]. We wanted to know how a security related computer game for adults with no or little initial knowledge about IT security would look like. We also investigated existing linear and non-linear instructions (see the previous chapter) within PKI and related issues. We discussed a variety of detailed ideas on what we wanted the player to learn and different ways of doing this. A frequent dilemma was the conceptual and technical level of the issues we wanted to teach, still preserving the simple and holistic view. The result was a list of issues to be implemented in the design. The final outcomes were the requirements discussed and concluded in chapter three. One thing we found, when investigating computer games and target groups, was that if there is a use of multi-media technology in the game it has to be professionally made in looks and feeling. Otherwise, the target group will not accept it. The easiest way to get around this is to not make a claim of doing it i.e. not to use multi-media facilities unless professionals can make them. Today’s players are used to extremely well-designed games and if the game is not fulfilling their expectancies they will just throw it away, regarding it as bad and/or childish. Because of this, we emphasised that this should only be regarded as a game-prototype and not a professional computer game, and it would mainly be developed to evaluate the effects of the instruction. 52 The Paradise model 4.2.3 Design phase We chose to develop the prototype of the game in Macromedia Authorware36, a high-level multimedia-authoring tool. The choice was based on several reasons: We wanted the game to function on both Windows and Macintosh. We wanted the game to function both as a stand-alone application as well as on the Internet through a common web-browser. Because of the project objectives and limited resources, we decided to use a high-level environment, supporting rapid evolutionary programming [Sommerville 1996], focusing more on content than on programming. According to an analysis of authoring tools available for CBI [Dalgarno 1998], it seemed that Authorware was suitable to fulfil our requirements. The Design phase was divided into three interdependent structures: The I/O structure, the game structure and the program structure. The I/O structure is the interface between the user and the system. The game structure is the internal architecture of the game i.e. the relationships between all the obstacles the player has to overcome. The program structure is the organisation of the actual code, subroutines and data that the program consists of. 4.2.3.1 I/O structure We wanted to achieve a non-linear instruction so we did not use a storyboard or any traditional linear preparations. Instead we concentrated on the earlier identified objects; how to communicate with these and how they in turn should react upon the player’s choices. The learners’ prerequisites, regarding learning speed and perception, are so different that we decided to build the game symmetric i.e. the system will wait until the player has finished his/her turn. 36 Authorware ver.5 is made by Macromedia. web address: http://www.macromedia.com 53 Chapter 4 The interface is completely based on graphical representations on the computer screen. The user interacts with the system through clicking on objects choosing a suitable action related to that particular object. The system responds to the user by changing behaviour and presumptions of the game. 4.2.3.2 Game structure At first, we concentrated entirely on a game that gave no actual feedback to the user. The user had to find out everything for him/herself, investigating how the use of certain security mechanisms related to/effected confidentiality, integrity, authenticity and non-repudiation. During a pilot study (discussed in chapter 5, Research design and methodology) we found that the learners needed a more clear problem to solve and direct feedback from the system. Therefore three different game-modes were designed. Demo – The system will present different ways of sending a message. Practise – This mode is completely non-linear with little feedback and mostly a simulation of a system. The idea is that the learner can interact with the objects on the screen. Create messages, apply certain security mechanisms and send the message to a recipient. The recipient can read the message, decrypt and verify it and its sender. Test – This is basically the same as the Practise mode except that the user receives a specific problem to solve and feedback of what went wrong and a suggestion on how to correct it. 4.2.3.3 Program structure Because of our choice of programming environment, we do not have to pay so much attention to this stage. Most of the memory handling is delegated to the Authorware system. However, it is important to keep all resources (e.g. images), as small as possible when planning on streaming the game via the Internet. 4.2.3.4 Evaluation and design We now felt that we had a fairly good idea of what to create in order to use the game as instruction of IT security awareness. During the research and 54 The Paradise model preparation step we found a good linear teaching method, a book, about PKI [Garefelt and Westerlund 1997]. When designing the game we tried to match it with the book in contents and terminology. In order to separate the PKI area from reality, we chose to place the game in a surrealistic cartoon-like environment – the Paradise. The actors are Adam, Eve and the Snake37 and above them, there is a cloud in which all of the participants trust. Adam and Eve need to communicate with each other in a secure way, without the Snake finding out the contents. The intention is to have the player understand and become aware of how to achieve confidentiality, integrity, authenticity and non-repudiation within a computerised publicly available environment, and therefore a network was introduced into the Paradise. 4.2.4 Programming phase The programming was made in Macromedia Authorware version 4. Authorware uses a flowchart metaphor (see Figure 8), with symbols in the flowchart indicating where the resources (information, interactions, decisions and media) can be found. Every object is represented as a visual symbol with its own methods and variables. There is a limited scripting language provided, but most of the symbols can interact and use lots of variables and functions with logic allowing for most of the tasks needed to be carried out. By using Macromedia Director files as resources, it is possible to use a more extensive scripting language called Lingo if necessary. 37 Instead of Alice, Bob and Eve(sdropping) that is common in security education. 55 Chapter 4 Figure 8. An example of the Authorware Environment Authorware reassembles existing resources as images, movie clips, sound and text files. To create these resources we used the following programs: Digital Movies – Macromedia Director 6.5, Bitmapped images – Macromedia xRes, Painter, Adobe Photoshop 4, Vector images – Adobe Illustrator 8, Image processing – Adobe Photoshop 4, 3D-rendering – RayDreamStudio 5, Images of People – Poser 2, Film converting – Adobe Premiere 3. When handling so many resources a consistent name convention has been proved to be most important. The first step was to design all the graphical and text objects that are visible on the screen. Thereafter, we reassembled the objects and implemented the design we had made, illustrated in Figure 9. 56 The Paradise model Figure 9. The Paradise Game 4.2.5 Play-testing phase To be able to evaluate the quality of the game design we needed a number of critical parameters that could illustrate the game’s different parts. We decided to use Geof Howland’s model that separates the game design into five design elements [Howland 1998], graphics, sound, interface, gameplay and story (see chapter 3, section Model for Computer Game Design). As mentioned above in section ‘game structure’ we conducted a pilot study where several changes were made. As a game, it was too boring. As an instruction it received encouraging positive feedback. Some of the symbols were too small and there was a need for a vocabulary. We concentrated on improving the game as instruction instead of making it more fun. We will discuss the outcome in more detail in the next chapter. 57 Chapter 4 4.2.6 Post-Mortem The future. This is only a prototype with the sole purpose of making ordinary users understand how PKI works in practise, and so far it has no economic ambitions or claims to be an exciting game. 4.2.7 Experiences from the development of the model To develop a GBI is very time-consuming in contrast to a linear instruction. Using Crawfords’ model for the game design sequence turned out to be a good help in the developing process. Because of the non-linear nature of a well-designed computer game, ordinary models for system development were incomplete and unsatisfying. With so many different relations that a computer game consists of, on different conceptual levels, it is important to have a good documentation with a terminology and language, richly illustrated that is easily understood by all participants. We could not find a suitable holistic/visual model for documentation so initially in the development process we created such a model [Näckros 1999c; Näckros 1999b]. 4.3 Chapter conclusion In this chapter we have presented the experimental teaching model used in the experiment discussed in the next chapter. We have also discussed the development process and our experiences from this work. The next chapter will present and discuss the design of this thesis’ experiments. 58 Chapter 5 RESEARCH DESIGN AND METHODOLOGY This chapter describes the methodology used in this study by discussing the methodological considerations, data collection and how the data were analysed. 5.1 Chapter introduction The purpose with this study was to investigate if computer games are a suitable teaching method to stimulate holistic learning of IT security issues. By comparing a computer game with a conventional linear instruction in two experiments, data were collected and subjected to quantitative as well as qualitative analyses. The analyses were also made to catch possible side effects in the learning experience such as satisfaction, gender and age differences, and efficiency in terms of time-consumption versus acquired knowledge. This chapter will describe the methodology used. 5.2 Methodological considerations This study will mainly use a quantitative approach. The reason is that we are investigating new forms of instruction (alternative/complement) within IT security education and not new forms of measurements. Most of today’s courses still use quantitative measurements of the learners acquired knowledge in terms of tests, exams etc. We wanted to use a similar method. So, in this test we have intentionally used two kinds of questions that require different levels of understanding according to the discussion in chapter 2, section 2.5. The collected data were analysed quantitatively to measure differences in improvements. However, we also analysed the improvements using qualitative methods as a complement. The reasons for this are: 59 Chapter 5 We are investigating what people understand e.g. how they relate and use the content of details to a larger context. This can be difficult to measure in standardised forms. We want to study if there is a connection between acquired understanding and the satisfaction the person felt with the learning experience. In the computer game there are many graphical objects symbolising concepts. How are these processed/interpreted? To conclude, we are also interested in subjective values, which can be difficult to catch when only using quantitative measurements. 5.3 Experiment design An experiment is based on assumptions about a certain connection between variables. Independent variables can be systematically varied and the result on the dependent variables measured. An experiment therefore requires a hypothesis about connections that can be tested. To test a hypothesis statistically it has to be formulated so it can be falsified. It is therefore also common to design a counter-hypothesis [Halvorsen 1992]. An ideal experimental design uses a ‘pretest – post-test control group design’. That is, randomly assigning subjects to separate groups (R) of treatment into an experiment group that will be exposed to an experimental variable (X) – the effects of which to be measured – and a control group that will not be exposed to the experimental variable. An experiment also needs measurements/observations (O) before and after the exposure, which can be compared and analysed in order to determine the effect of the experimental variable i.e. pretest and post-test. The ideal experimental design can be represented as [Campbell and Stanley 1963]: 60 Research design and methodology Experimental Control RO1 RO3 X O2 O4 time An experimental design relies upon certain key factors [Cohen, Manion et al. 2000]: 1. Random allocation of participants into matched groups (control group and experimental group) and ensure the initial measurement is the same for all groups (i.e. pretest); 2. Identification, isolation and control of key variables; 3. Exclusion of any other variables; 4. Final measurement (post-test); 5. Comparison of groups 6. Stage of generalisation. A general problem with experimental approaches is that the experiment situation differs from real life, which makes generalisation outside the experiment environment difficult [Halvorsen 1992]. 5.4 This experiment design The following is a description of the design of the investigation, conducted to meet the research problem and the hypothesis from chapter 1. The purpose with this thesis was to investigate if computer games are a suitable teaching method to stimulate holistic learning of IT security issues. The hypothesis is that people with holistic learning preferences acquires IT security awareness, in terms of understanding, more efficiently when learning through playing computer games instead of using conventional, linear instruction. Without the ambitions to generalise our possible findings, we decided to conduct an experiment on a number of undergraduate students by comparing 61 Chapter 5 two different types of instructions. Is it possible to evaluate the hypothesis? We believe it is. Because we have; 1. a dependent variable that is measurable – The experiment can be measured. This is facilitated by defining ‘efficient’ as a combination of meeting the intended goal of having the learners understand PKI with regards to IT security with the time spent on learning. This can be measured through pretest – post-test, 2. a suitable independent variable – There is at least one suitable independent variable – the type of instruction. This can be varied as the instruction may be performed through a computer game or a linear text, 3. randomised treatment groups – It is possible to form two randomised groups where one acts as the experiment group and the other as the control group. In addition to the three points above we also want to include evaluations of the satisfaction the subjects felt with the learning experience and its possible effects on learning. This will be possible through adding an evaluation accounting for qualitative values. The hypothesis also includes a second independent variable – learning preference. A person has either a holistic or a serialistic learning preference. Because of this we chose to isolate and identify the impact of learning preference; therefore we also conducted an identical experiment with subjects of serialistic learning preferences. Thus, in the experiments there were four groups of subjects: A - Holists learning by playing B - Holists learning by reading C - Serialists learning by playing D - Serialists learning by reading Group A was the primary experimental group and group B was the primary control group. In the second experiment, group C was the experimental 62 Research design and methodology group and group D control group, see Figure 10 and Figure 11 using the symbols adopted earlier. The findings from these experiments would be compared and analysed. Figure 10. Experiment design (I) Experimental Control Experimental Control ROA ROB X Y1 OE OF ROC ROD X Y OG OH time 1 Y is regarded as traditional, linear instruction Figure 11. Experiment design (II) Individuals to investigate The intended target groups were students, company management as well as ordinary employees within Sweden. Common knowledge in sending emails was a prerequisite. This study investigated 78 students at the Department of Computer and Systems Sciences (DSV) at Stockholm University (SU) and Royal Institute of Technology (KTH). The students consisted of two groups; the first group consisted of 48 first-year undergraduates at the department and the second consisted of 30 third-year undergraduates, beginning their specialisation in security informatics. 63 Chapter 5 The professionals were 24 selected employers and customers to our industry partners SEIS and Nexus. All subjects involved in the study participated voluntarily. 5.5 Instrumentation The instrumentation includes instruments used in the accomplishment of the experiments i.e. deciding the participants learning preferences, the forms, the variables and the test environment. This section will briefly describe these. 5.5.1 Learning preference Two different tests were used to determine the participants learning preference, MBTI and SPQ. The main instrument was the MBTI. Ford’s SPQ was only used as a reference. Although, SPQ is less complex than MBTI several participants felt uncomfortable with it, they did not know what to answer on the questions. SPQ was primary developed by Ford for subjects already familiar with studies on a postgraduate level that already have an opinion of their most effective learning environment. The undergraduate students in our study did perhaps not have that kind of opinion, which led to several contradictions in their answers. The outcome of Keirsey’s online MBTI test – Temperament Sorter II [Keirsey and Bates 1984] – is of qualitative nature with eight variables grouped in four pairs as presented in Figure 12. 64 Research design and methodology Figure 12. Output from Keirsey’s Temperament II sorter The four pairs of variables are: 1. Attentive – Expressive 2. Introspective – Observant 3. Tender – Tough 4. Probing – Scheduled The participants were divided as follows; serialists are those that show higher value for the variables ‘Observant’ and ‘Scheduled’ than their corresponding pair-variables ‘Introspective’ and ‘Probing’. People with such values are called ‘guardians’ (SJ) according Keirsey’s terminology and considered here as serialists. The three others, ‘idealists’ (NF), ‘rationals’ (NT) and ‘artisans’ (SP) are considered as holists of varying degree. This division also corresponds with previous studies [Davison, Bryan et al. 1999]. 5.5.2 Parameters of measurement In order to decide the degree of acquired understanding, the pretest – post-test consisted of two parts; part 1 with twelve closed multiple-choice questions designed to match ‘knowledge’ according to Bloom’s taxonomy, and part 2 with ten open questions designed to match ‘comprehension’ according to Bloom’s taxonomy. Each correct answer in the two parts gives the subject one point. 65 Chapter 5 When evaluating against the research hypothesis the target of measurements will be the questions in part 2 – the level of comprehension. The following parameters were measured. The full questionnaires are attached in appendix A (in Swedish). o General questionnaire – age, gender, occupation, previous courses, interests, familiarity with computer games, previous knowledge of PKI. o Knowledge questionnaire (pre- and post-test, 22 questions). The questionnaire is divided in two parts: o Part 1 – 12 closed multiple-choice questions (requires low degree of understanding) o Part 2 – 10 open questions (requires high degree of understanding) o Evaluation questionnaire – 8 closed questions and 9 open questions about the learning experience such as satisfaction, if they feel they learnt something, what they think about the instruction in general and suggestions for improving the design. o Time spent learning These data ought to be sufficient in order to make correct quantitative and qualitative analyses, comparing the two instructions. Both the parameters of measurement and the way data was collected were tested and evaluated prior to the actual tests in a pilot study. 5.5.3 The teaching strategies These are the teaching methods that were compared in the experiment. The two teaching strategies – a short book and a computer game on PKI – were evaluated and revised – in order to be comparable in content and quality. 5.5.3.1 The Book The linear teaching method – the book [Garefelt and Westerlund 1997] – was in electronic format shown on the computer screen and included the ability to 66 Research design and methodology turn pages back and forth. The electronic version consists of 20 pages and is richly illustrated. The original purpose of the book was to explain PKI crypto systems and IT security to management in organisations. In the experiments, this teaching method was regarded as the conventional linear instruction, and offered to the control groups. 5.5.3.2 The Computer Game We have designed a prototype of /parts of/ a computer game which we used as the experimental teaching method in the experiments (presented in chapter 4). The prototype was delimited to the area of PKI (Public Key Infrastructure) and rests on background research [Björck 1998c; Malekani 1998; Lidholm 1999; Näckros 1999a; Östfeldt 1999]. 5.5.4 Test environment The experiments were conducted at the Department of Computer and Systems Sciences on the Intranet. One reason for this was that the researcher wanted to be available for questions and to prevent possible errors. A second reason was that by running on the Intranet at the department we could monitor the participants in a more reliable way. At the department, there were at the time approximately 120 PCs running Windows NT 4.0, situated in 12 different rooms. The department installed the compulsory Authorware pluggin, required to run Authorware applications over the network in the local web browsers, on all of these machines and also made the necessary security configurations. When all the above-mentioned software was implemented, tested and possible errors had been accounted for; we regarded the DSV Intranet as a controlled environment, even though the researcher was not physically present in the rooms. Thereafter, the participant could choose his or her own favourite workstation to run the test from – a surrounding already familiar (all students had at the 67 Chapter 5 time for the experiment worked on the PCs, during previous courses), at a time of his or her own choice. 5.6 Procedures and collection of data The data was collected from the participants by software applications on the Intranet. The routine was as follows. 1. The participant used Keirsey’s online MBTI test (fetched from a website http://www.keirsey.com/swd.html) and ‘Study Preference Questionnaire’ developed by Ford [Ford 1985]. 2. The participant received information 1) to decide whether to receive a ticket for cinema or lunch and to notify Kjell Näckros about the decision, 2) with a request to go to a web page on the site “http://L247.dsv.su.se/projects/PKIdemo/participate.asp” together with a private unique username (pseudonym) and password. 3. On the site. The participant was requested to test their computers with a test application. If that failed, s/he was instructed on how to reinstall and reconfigure the computer with necessary configurations. 4. On the site. The participant logged on to the site. 5. On the site. The participant was welcomed and received instructions on how the test was to be carried out. S/he was also notified and encouraged to contact the research leader (electronically or live) in case of questions. 6. On the site. The participant filled in a general questionnaire (age, gender etc.), appendix A. 7. On the site. The participant filled in a knowledge questionnaire (pretest), appendix A. 8. On the site. Depending on the group belonging the participant was now expected to learn PKI with either a text material as learning method or a computer game as learning method. The participant did not know about the existence of two different teaching methods and therefore did not know which version to receive. 9. On the site. Whenever the participant felt ready to fill in the post-test (appendix A, same as in 7), s/he ended the instruction and started to fill in the second knowledge questionnaire. 68 Research design and methodology 10. On the site. The participant was requested to fill in an evaluation form. 11. On the site. A “goodbye and thank you for participating” message. All the data were collected electronically in a Microsoft Access Database on the Intranet. 5.7 Data analyses The research hypothesis is that people with holistic learning preferences acquires awareness of IT security issues, in terms of understanding, more efficiently when learning through playing computer games instead of using conventional, linear instruction. The hypothesis is based on the idea that computer games are an appropriate contrast to linear instruction i.e. non-linear, and therefore also ought to be especially suitable for people with holistic learning preferences. Based on this idea the following questions and working hypotheses were guiding the analyses. 1. Subjects who receive treatments matched with learning preference will have higher amount of acquired understanding about IT security than those who are mismatched. 2. Subjects who receive treatments mismatched with learning preference will have lower amount of acquired understanding about IT security than those who are matched. 3. Subjects who receive treatments matched with learning preference will have higher amount of satisfaction than those who are mismatched. 4. Subjects who receive treatments mismatched with learning preference will have lower amount of satisfaction than those who are matched. 5. Subjects who receive treatments with a non-linear teaching strategy will have higher scores on ‘comprehension’ tests than those who received treatments with a linear teaching strategy. 69 Chapter 5 6. Subjects who receive treatments with a linear teaching strategy will have higher scores on ‘knowledge’ tests than those who received treatments with a non-linear teaching strategy. 7. To what extent does learning preference (serialist/holist), teaching strategy (linear/non-linear), matching/mismatching learning preference and teaching strategy, age, gender and satisfaction with the instruction singly or in combination, affect achievement in acquiring understanding of IT security. In order to analyse the collected data according to the working hypotheses we used both quantitative and qualitative methods. 5.7.1 Quantitative analyses The quantitative analyses were mainly based on the subject’s acquired knowledge i.e. recorded differences between post-test and pretest, both in part 1 and part 2. This knowledge test had the same appearance in the pretest as in the post-test and consisted of two parts: Part 1, the first 12 questions were closed multiple-choice questions, with one or more correct answer, designed to match ‘knowledge’. Part 2, the last 10 questions were open questions, designed to match ‘comprehension’. The examiner of the test marked against a template. The terminology was not necessary to receive full score. Context and order of events were important. The subject received 1 point for each correct answer i.e. the max score was 12 in part 1 and 10 in part 2. Subject’s score was measured in percentage of correct answers of max score. The percentage score in the post-test was subtracted by the percentage score in the pretest. The remaining ‘percentage unit’ is then regarded as the ‘improvement’38 of the subject. Only improvements were thus subjected for quantitative analyses. The reason for measuring improvements by percentage units is an attempt to minimise the effect that “subjects scoring highest on a pretest are likely to score relatively lower on a post-test; conversely, those scoring lowest on pretest are likely to score relatively on a post-test” [Cohen, Manion et al. 2000] p.126. 38 Some subjects show negative ‘improvements’. 70 Research design and methodology The average improvement for each of the four groups (serialist/holist using game/text) was compared between the groups. The comparisons were based on p-values one-way ANOVA (method for analysis of variation for comparison of means) with a significance level of 1%39. Statistical calculations were made using SPSS for Windows version 10. An example: 1) Subject s1 has serialistic learning preferences. 2) When filling in the pretest s1 scored 5 correct answers in part 1 and 2 correct answers in part 2. This implies that s1 scored 5/12≈42% in part 1 and 2/10≈20% in part 2. 3) After being exposed to the independent variable (the teaching method – in this example the game and therefore he belongs to group C), s1 scored in the post-test, 7 correct answers in part 1 and 5 correct answers in part 2. This implies that s1 scored 7/12≈58% in part 1 and 5/10≈50% in part 2, in the post-test. 4) The improvement of s1 in part 1 is 58-42≈16 percentage units and 58-20≈30 percentage units in part 2. The subjects average improvements for this group C were 32,69 percentage units in part 1 and 24,62 percentage units in part 2. The corresponding improvements for group D were 35,56for part 1 and 10,67 for part 2. 5) We now want to compare the means for group C and D in part 1 to investigate if the difference is statistically significant or not by using ANOVA at significant level 1% (confidence level 99%). The result from ANOVA is a p-value of 0,7450. Since the significance level is smaller than the p-value there is no statistically significant difference. 39 Recommended reading about ANOVA [Araï 1999] 71 Chapter 5 Subjects for investigation were: Differences in improvements of acquired knowledge between users (serialist and/or holists) of linear method and users of the computer game. Differences in time used for learning between users of linear method and users of the computer game. Also, in relation to acquired knowledge. Age and gender discrepancies. The results were collected in a table and also presented in a coordinate diagram positioning each of the subject’s improvement in part 1 and part 2. When evaluating against the research hypothesis the main target of measurements was the improvements in part 2, the level of acquired ‘comprehension’. 5.7.2 Qualitative analyses The main intention with the qualitative analyses of the collected material was to investigate user acceptance of the game as an instruction and to find possible relations between user’s degree of improvement in the learning experience and user’s characteristics and experiences like: 1. Way of expressing oneself, extent and content 2. Interpretations of symbols 3. Perceived acquired knowledge/understanding 4. Satisfaction with the instruction Simplified, what are the characteristics of the individuals that acquired high/low improvement in ‘knowledge’ and/or ‘comprehension’? The data, upon which the analyses were made, were collected from the general questionnaire, the result from the quantitative analyses, the post-test and the evaluation form. The analyses were made by; 1) systematically analysing the material to map the different qualities of the above mentioned phenomena. When going through 72 Research design and methodology the material answer-categories gradually appeared and gave us a possibility to classify the different phenomena. 2) The researcher divided the individuals in four categories: A - Those who acquired low improvements in ‘knowledge’ and high improvements in ‘comprehension’. B - Those who acquired high improvements in ‘knowledge’ and ‘comprehension’. C - Those who acquired low improvements in ‘knowledge’ and ‘comprehension’. D - Those who acquired high improvements in ‘knowledge’ and low improvements in ‘comprehension’. 3) The characteristics within each category were compared with the other categories. 5.8 Evaluation phases and preliminary investigations Unfortunately, we could not carry out the evaluation in the same way for the professionals as for the students, so we approached that evaluation in two ways; 1) evaluating only the acceptance of the computer game as an instruction, using a qualitative approach in an uncontrolled environment, and 2) evaluating the effect of using a computer game as an instruction in a comparable study with a linear instruction using both quantitative and qualitative approaches in a controlled environment. We conducted two pilot studies to meet the two approaches by dividing the study into four different phases40 (see Figure 13). Phase 1 was a pilot study with the intention to improve the game design, the knowledge questionnaires (pretest and post-test) and the test environment. Phase 1 was primarily a pre-stage to phase 4, which was our main data acquisition phase. Phase 1 and 4 were performed with students within a controllable environment. 40 The research design was decided after extensive discussions with docent Robert Ramberg at the department of Computer and Systems Sciences. 73 Chapter 5 Phase 2 was a preliminary stage to both phase 3 and 4, and was carried out together with our industry partners. The purpose of phase 2 was to prepare the game for Internet. This implied some redesigning of the game and the test environment. In phase 3, the customers of our industry partners were given a possibility to give feedback on the game through the Internet. It is important to mention that this phase was not evaluated, in that respect that we neither demanded a learning preference test nor filling in a questionnaire – and therefore not offering the text version of the PKI concept – but only asking for feedback of utilising the game as a general learning method, through the evaluation form. Phase 4 was our main data acquisition for evaluating the study. The experiments were carried out on the Intranet of the university, within a controllable environment. 74 Research design and methodology Figure 13. Evaluation phases The preliminary phase 1 was carried out in a laboratory environment with thirteen students that had been chosen by the project leader with equally distributed pre-conditions. During this phase, the instructions ran as stand-alone applications on the computers. All the data were also manually collected from forms on paper. The outcome of this experiment lead to extensive improvements of the game and some redesigning of the tests in order to map the questions according to Bloom’s taxonomy. One important finding was that the students needed a better feedback on their correct/incorrect activities. 75 Chapter 5 A second important finding was rather disappointing. It turned out that we could not teach about all the aspects of security (integrity, confidentiality, authenticity, non-repudiation) at the same time. The learning was much more effective if students were given a very specific question and had to answer each one individually. A third interesting finding was, in combination with the positive feedback we received from the holists, a tentative hypothesis; “a person with holistic learning preferences will increase his/her awareness within IT security related issues more efficiently when using interactive computer games instead of traditional learning methods” [Näckros 2000]. The preliminary phase 2 was carried out in an informal manner with students and employers at DSV with the purpose of managing ‘streaming the game’ over Internet. We also evaluated and improved the navigation hierarchy in the game. Phase 3 was conducted together with our industry partners (SEIS – 10 persons, Nexus AB – 14 persons), where the selection of participants was out of our control. The purpose was therefore to evaluate user acceptance of the game as a teaching strategy against age, gender and previous knowledge. Three different user groups took part in this phase; users with no knowledge in PKI, with some knowledge in PKI and experts in PKI. This took place at three different occasions. In phase 4, we investigated two student groups at the Department of Computer and Systems Sciences (DSV) at Stockholm University (SU) and the Royal Institute of Technology (KTH). The first group included 48 first-year undergraduates at the department41. The second group included 30 third-year undergraduates42, beginning their specialisation in security informatics. All in all, seventy-eight students participated in the evaluation. But, fifteen of these tests were incomplete and had to be removed from the study, leaving sixty-three participants as final research subjects. The method of initial selection was based on a voluntarily participation. 41 Approximately 60 students were given the possibility of a total of 107. 76 Research design and methodology According to the results from the learning preference tests, the participants were divided into serialists and holists. Each of the groups was thereafter randomly distributed into two additional groups43. After the division we had four groups of subjects as shown in table 1. Number of Participants Game version Text version 18 17 13 15 Holist Serialist n = 63 females=38 males =25 Table 1. Distributions of participants In the study twenty-four men and thirty-eight women participated, their ages varying between twenty and forty-four, see Table 2. Table 2. Age & Gender distribution 42 The total number of students were 37. 43 We controlled the randomised division by comparing the mean scores on the initial pretest and the covariance between the groups in order to have comparable groups initially (see appendix C). 77 Chapter 5 5.9 Validity and reliability of the experiment In an experiment, threats against the internal validity need to be considered [Cohen, Manion et al. 2000]. The considered threats in phase 4 of the experiment are, using the terminology from Cohen et al.: History – Between any two observations events other than the intended treatment from the experiment may occur. Maturation – Between any two observations participants can change in a variety of ways. Statistical regression – “subjects scoring highest on a pretest are likely to score relatively lower on a post-test; conversely, those scoring lowest on pretest are likely to score relatively on a post-test” [Cohen, Manion et al. 2000] p.126. Testing – Pretests at the beginning of experiments can produce effects other than those due to the experimental treatments. Instrumentation – Unreliable tests or instruments can introduce serious errors into experiments. Experimental mortality – The loss of participants through dropout, not completing all the tests Instrument reactivity – The effects that the instruments of the study exert on the participants in the study. Hawthorne effect – Improved results among the subjects because they know they are getting a treatment. Psychological effect. Since the overall time for the test occasion – a general questionnaire (age, gender, previous interests etc.), pretest (knowledge questionnaire, 12+10 questions), teaching method (book or game), post-test (knowledge questionnaire, 12+10 questions) and an evaluation form – was set to 90 minutes and carried out on a computer at an hour of their choice in an environment they already felt familiar with, it was judged to include low 78 Research design and methodology maturation, low testing and instrument reactivity (because the familiarity) and low in some of the aspects of instrumentation44 (because everything was computerised). Statistical regression – Instead of measuring the difference between post-test and pretest in points we are comparing the participant’s percentage score of the max score in the post-test with the percentage score of the max score in the pretest. The differences between the tests, we measured in percentage units. In this way, we are only measuring the improvements. Selection of participants, we wanted a wide range of previous experiences among the students, so at the time for the test period, we selected a typical one of the ongoing classes among the first-year undergraduates and a second among the third-year undergraduates. We asked them to participate, and they did. However, there was a high degree of experimental mortality. Hawthorn effect – This is usually dealt with by using ‘double-blind’ design. In medical research the control groups usually get placebos. In this experiment, the subject did not know that we used two different types of instruction. The effect of this is particularly noticeable in the evaluation forms where the subjects evaluated the linear instruction in terms of comparing it with reading a ‘real’ (physical) book. 5.10 Ethical considerations All subjects involved in the study participated voluntarily. Before the experiment all participants were informed that the data collected would be used for research about experimental forms of instruction within IT security and that data on all the participants would be pseudonymised, and no identifiable variables would be stored. Afterwards, the involved participants were informed about the ongoing research and were given a possibility to share their own results. The 44 This threat was intended to be minimised through two pilot studies, the evaluation of which resulted in improvement of the quality of the instrumentations used. 79 Chapter 5 participants were also given the possibility to give feedback during and after the experiment occasion. 5.11 Limitations in the study Though experiments are accepted in educational research it is always going to be difficult to find suitable control groups. In this experiment the linear instruction was regarded as ‘normal’, therefore the groups B and D, in Figure 10, receiving this type of instructional treatment functioned as control groups. Selecting participants on a voluntary basis may also be regarded as a limitation. 5.12 Chapter conclusion In this chapter we have presented the methodology and the design of the two experiments used in this study. 80 Chapter 6 FINDINGS AND LIMITATIONS This chapter presents and discusses the findings of the previous chapter. It also discusses the limitations of this study. 6.1 Chapter introduction The evaluations were conducted in Sweden, so the collected data are all in the Swedish language. The cited remarks from the participants to support the qualitative results are all translations. 6.2 Evaluation of phase 3 – professionals This section presents the outcome of phase 3, which was conducted by representatives of our industry partners SEIS and Nexus AB. The ‘acquired knowledge’ was not evaluated for reasons explained in previous chapter, instead we evaluated user-acceptance of the game as an instruction. The outcome was of qualitative nature and the findings were almost unambiguous; the higher pre-knowledge and age the fewer acceptances. Almost everyone believed in the teaching methodology but were irritated on the simple design and graphics of this particular game prototype, “Who is the target group, children?” They also requested more action in the game, and some even gave suggestions like “Why not more action? For example, agent 007 that needs to send a secret message to M”(male, 39). At the same time they also requested more simplicity and clarity, and stressed the importance to receive the required information as fast as possible “...I usually don’t play computer games and have very high demands on simplicity and clarity” (male, 40). “One should not need to search for information”. 81 Chapter 6 Time-efficiency was quite important, a common remark was, “Who is going to pay for the time I spent playing?” As one participant expressed himself, and this also concludes the results from the professionals, “I believe very much in this type of instruction that activates all senses, but it really need to have a very high standard”(male, 39). 6.3 Evaluation of phase 4 – students This section presents the outcome of phase 4, which was conducted by the research leader in a controlled environment with students as participants. The analyses are based on quantitative as well as qualitative data. The first section presents the quantitative differences between the participating groups of subjects in acquired knowledge. The second section presents the quality of the individuals that made significant improvements in the tests and those who did not. The differences will be presented qualitatively. 6.3.1 Quantitative results The quantitative results from the two experiments (holistic and serialistic group) are presented together in appendix C and concluded in Table 3. The numbers represents the difference as the mean value for each of the participating group between post-test and pretest as percentage units. In the table the time spend on learning is also presented for each group. In Table 3, which only shows the improvements of the participating groups, we can see that: 1) Holist-playing group improved45 37,78 percentage units in part 2 – ‘comprehension’ questions – and 29,17 percentage units in part 1 – ‘knowledge’ questions. 2) Holist-reading group improved46 15,88 percentage units in part 2 – ‘comprehension’ questions – and 30,88 percentage units in part 1 – ‘knowledge’ questions. 45 Holist-playing group’s improvement test E-A in Figure 10 82 Findings and limitations This implies that the holist-playing group made 37,78/15,88≈137% better result in ‘comprehension’ than the holist-reading group. We can also see that even the serialist-playing group made a better result in ‘comprehension’ than the serialist-reading group, 24,62/10,67≈131%, although they did not receive as high improvement as the holists. Improvements ∆ t1 − t 0 (% units), Standard deviation; used time (min:sec) ‘Knowledge’ Part 1 ‘Comprehension’ SD Part 2 SD Time 22,70 42:54 32,26 13,44 27,14 17,78 0,2266 0,2320 0,1807 0,2257 0,2207 All Game Text Holist Serialist 31,88 30,65 33,07 30,00 35,19 0,2066 0,2261 0,1887 0,1909 0,2245 Holist game Holist text 29,17 30,88 0,1836 0,2036 37,78 15,88 0,2264 0,1661 60:31 Serialist game Serialist text 32,69 35,56 0,2815 0,1739 24,62 10,67 0,2259 0,1981 43:33 59:52 23:42 50:13 33:51 37:40 24:51 Table 3. Results – Relative difference as percentage units In the table, the improvements of five more groups are presented for comparison purposes all subjects, subjects reading, subjects playing, all holists and all serialists. The distribution of the subjects’ improvements is shown in Figure 14. Each subject is put in a coordinate system; the vertical line represents the acquired ‘comprehension’ (improvements in part 2) and the horizontal line the acquired ‘knowledge’ (improvements in part 1). The axes are divided by the median of the improvements in part 1 and part 2. The ‘knowledge quadrants’, divided by the two medians, shows the four categories of the subjects: A - Those who acquired low improvements in ‘knowledge’ and high improvements in ‘comprehension’. 46 Holist-reading group’s improvement i.e. test F-B in Figure 10 83 Chapter 6 B - Those who acquired high improvements in ‘knowledge’ and ‘comprehension’. C - Those who acquired low improvements in ‘knowledge’ and ‘comprehension’. D - Those who acquired high improvements in ‘knowledge’ and low improvements in ‘comprehension’. These will be further discussed in the presentation of the qualitative results. Table 4 shows how the improvements for each subject group (100%) were distributed within the knowledge quadrants e.g. 38% of the holist-players are represented in quadrant A – high improvements in ‘comprehension’ and low in ‘knowledge’ – while only 5% are represented in quadrant D – high improvements in ‘knowledge’ and low in ‘comprehension’. Figure 14. Distributions of Individuals in knowledge quadrants In the table we can see that the subject groups, which received the computer game as instruction are well represented in knowledge quadrant B i.e. high improvements in ‘knowledge’ and high improvements in ‘comprehension’. We can also see that no serialist-reader is represented in this quadrant. 84 Findings and limitations Group distributions in knowledge quadrants Serialist/Game Serialist/Text Holist/Game Holist/Text 0,00% 20,00% 38,89% 17,65% Serialist/Game Serialist/Text Holist/Game Holist/Text 30,77% 0,00% 33,33% 11,76% Serialist/Game Serialist/Text Holist/Game Holist/Text 61,54% 40,00% 22,22% 41,18% Serialist/Game Serialist/Text Holist/Game Holist/Text 7,69% 40,00% 5,55% 29,41% A B C D Knowledge Mean = 31,88 Median = 33,33 Comprehension Mean = 22,70 Median = 20,00 Table 4. Distribution of Groups’ improvements When measuring improvements, subjects that scored a high percentage correct answer in the pretest is not shown correctly because they are likely to score lower in improvements, which could be one of the reasons that so many subjects are represented in knowledge quadrant C – low improvements in ‘comprehension’ and low improvements in ‘knowledge’. In Figure 15 and Figure 16 the mean of each groups’ acquired result in the pretest and post-test are therefore presented. The results are shown in percentage correct answers of max score. In these figures we can see that the groups’ initial pre-knowledge was approximately the same but depending on the instruction they showed different amount of acquired ‘knowledge’ and ‘comprehension’ in the post-test. 85 Chapter 6 Figure 15. Results in pretest and post-test – Learning preference and Instruction To our initial question – the tentative hypothesis from phase 1 – whether computer games are a suitable teaching method for people with holistic learning preferences to understand IT security related issues the answer is yes. We have already showed that the holists that played the computer game acquired 137% better ‘comprehension’ than the holists that read the text. The method for analysis of variation, ANOVA also shows that this difference is significant at confidence level 99.5% (F(3,59) 5,646, p<.005)47. 47 The statistical analyses are presented in appendix B 86 Findings and limitations Figure 16. Results in pretest and post-test – Learning preference or Instruction Additionally findings, all referring to Table 3 -Table 4 and illustrated in Figure 14 - Figure 16, indicates: 1. There is a noticeable connection between learning preference and the time used for learning. a. Holists spent 37.4/24.5≈52% more time on reading, than the serialists. b. Holists spent 60.3/43.3≈39% more time on playing, than the serialists. c. Holists spent 60.3/37.4≈61% more time on playing than reading. d. Serialists spent 43.3/24.5≈77% more time on playing than reading Comment: Apparently the serialists acquired information more easily when reading. Holists spent in average 50.1/33.5≈50% more time on learning than the serialists. It seems that holists need more time to learn, no matter kind of instruction. 87 Chapter 6 Even when holists spent more time than the serialists on reading they nevertheless acquired less knowledge. 2. There is a noticeable connection between teaching method and type of knowledge acquired. a. When the text was used, increase in ‘knowledge’ was mainly acquired (part 1 in Table 3), and less of ‘comprehension’, (part 2, in Table 3). b. When the game was used, increase in ‘comprehension’ was mainly acquired, and less of ‘knowledge’. Comment: The total amount of increased acquired knowledge (‘knowledge’ ∧ ‘comprehension’) was higher when the computer game was used, regardless of learning preference. 3. There is also a noticeable connection between learning preference, teaching method and type of knowledge acquired. a. Serialists that used the text as teaching method increased more in acquired ‘knowledge’ than the corresponding holistic group. b. Holists that used the game as teaching method increased more in acquired ‘comprehension’ than the corresponding serialistic group. The researcher did not notice any connections between gender, age and the results. 6.3.2 Qualitative results This section presents the findings from the qualitative analyses described in the previous chapter. The quantitative results, in the previous section, described the connections between the participating groups and the improvements, in this section we will look at the connections between the individuals and improvements. These analyses were based on the recorded improvements presented in Figure 14 in which all individuals have been categorised in either of four ‘knowledge quadrants’. The qualitative results are collected in appendix D. 88 Findings and limitations 6.3.2.1 Low knowledge and high comprehension The individuals in ‘knowledge quadrant A’ are characterised by, during the experiments they achieved low improvements in ‘knowledge’ and high improvements in ‘comprehension’. The recordings from the pretest showed that most of these individuals had initially low pre-knowledge in PKI. Average time used for learning within this category All: 54 min Game: 56 min Text: 51 min The individuals liked the game as instruction and even thought it was much more fun than conventional learning methods e.g. “Superb way of understanding a bit more about incomprehensible encryption” (#201hs). They also gave a lot of feedback on how to improve the game. Apparently these individuals liked to express themselves, they used long sentences and many words. Several of the individuals also expressed that the symbols were very pedagogic and understandable e.g. “The idea is funny. A good pedagogic trick with using funny messages...this form of pedagogy really encourages experiential learning” (#188hs). All individuals but one perceived that they raised their understanding of PKI. 6.3.2.2 High knowledge and high comprehension The individuals in ‘knowledge quadrant B’ are characterised by, during the experiments they achieved high improvements in ‘knowledge’ and high improvements in ‘comprehension’. The recordings from the pretest showed that most of the individuals had initially very little pre-knowledge in PKI. 89 Chapter 6 Average time used for learning within this category All: 62 min Game: 67 min Text: 42 min Several of the individuals mentioned that they thought this was much more fun and better than conventional instructions. They also gave a lot of feedback on how to improve the game. The individuals expressed themselves with long sentences and many words. They also thought the symbols were very pedagogic and understandable e.g. “Funny, using Paradise with Adam and Eve. This gives a feeling of familiarity. One already knows the background” (#103ss). Though several of the individuals thought the graphics were too simple some comment the advantage of this e.g. “Funny! Especially the Snake. It’s easier and funnier to experiment and to test what’s happening, when the graphics are childish and simple” (#186hs). All individuals perceived that they raised their understanding of PKI. Several also expressed they have become interested in the subject and want to learn more e.g. “I would gladly learn even more about PKI, more details and the theories behind it. Now when I understand what its all about” (#186hs). 6.3.2.3 Low knowledge and low comprehension The individuals in ‘knowledge quadrant C’ are characterised by, during the experiments they achieved low improvements in ‘knowledge’ and low improvements in ‘comprehension’. The recordings from the pretest showed that most of the individuals had initially good pre-knowledge in PKI. This is also one of the reasons they did not improve their prior knowledge. 90 Findings and limitations Average time used for learning within this category All: 31min Game: 42 min Text: 24 min Though the individuals expressed themselves with short sentences and very few words some really liked the game as instruction e.g. “It was funny. One learnt a lot, in such a short time” (#111ss). The language was ‘objective’ using expressions like “probably ok”, “entertaining”, “good in general”, and “there is a need for this type of instruction”. They often talked about what others might find useful, not about their own experiences or feelings. Several individuals would like to see games as a complement to conventional education e.g. “It’s always good with this type of instruction when the subject feels so heavy/difficult” (#200ss). 6.3.2.4 High knowledge and low comprehension The individuals in ‘knowledge quadrant D’ are characterised by, during the experiment they achieved high improvements in ‘knowledge’ and low improvements in ‘comprehension’. The recordings from the pretest showed that most of the individuals had initially little pre-knowledge in PKI. Average time used for learning within this category All: 41 min Game: 75 min Text: 38 min These individuals gave almost no comments at all. They only answered on the necessary questions and limited their number of words at a minimum. The individuals perceived they acquired poor or moderately new knowledge. 91 Chapter 6 6.3.2.5 Summary of qualitative results Most of the individuals believed in using computer games in the learning process, by itself or as a complement to conventional instructions. Individuals with low prior knowledge and at the same time explorative in nature (in this case playing with words in the questionnaires and investigating symbols on the screen) tend to increase their ‘comprehension’ more when using computer games as instruction than reading a text. Though there are exceptions, individuals that felt satisfaction with the instruction seem to perform better. Although, there are examples of individuals that did not felt satisfaction with the game at all but still achieved high improvements. Unexpectedly, there were several examples showing no relation between perceived acquired knowledge and the actual measured/recorded improvement. 6.4 Limitations in the results A general problem with experimental approaches is that the experiment situation differs from real life, which makes generalisation outside the experiment environment difficult [Halvorsen 1992]. Although, the experimental environment we have used, is already familiar to the students. The environment is also the same as the students use during their studies. 6.5 Chapter conclusion The results support the research hypothesis. In the conducted experiment the holists that used the computer game as instruction made significant improvements in ‘comprehension’ compared to the holists that read a text. The results also show that the holists needed more time to learn than the serialists. In spite of the fact that holists spent more time on reading than the serialists they still acquired less ‘knowledge’. The teaching method determined the type of knowledge acquired. 92 Findings and limitations It seems that an individual with low prior knowledge and at the same time explorative in nature is the ideal learner for using computer games as instruction. The majority of the participants expressed their support for using computer games in education, although, the game-design elements (graphics, sound, interface, gameplay and story) needs to be better designed than in our prototype; this was especially noticeable for the participating professional group. 93 Chapter 6 94 Chapter 7 CONCLUDING DISCUSSION AND SUGGESTIONS FOR FUTURE RESEARCH The conclusion from this thesis’ research is that computer games can be a suitable holistic teaching method when learning to understand IT security and therefore also a suitable alternative/complement to conventional linear instruction. The findings when answering the working hypothesis that have guided us in the design of the research indicates that: 1. Subjects who receive treatments matched with learning preference will have higher amount of acquired understanding about IT security than those who are mismatched. 2. Subjects who receive treatments mismatched with learning preference will have lower amount of acquired understanding about IT security than those who are matched. The idea was based on that holists are matched in instruction when playing computer games and serialists are matched when reading. We have seen that the tentative hypothesis from phase 1 still holds; in our experiments the learners with holistic learning preferences acquired a significant higher amount of understanding and did so more efficiently when they learnt through playing instead of reading. This was also the only significant result we received regarding matching/ mismatching learning preference with teaching strategy and then only in terms of the amount of acquired ‘comprehension’. 3. Subjects who receive treatments matched with learning preference will have higher amount of satisfaction than those who are mismatched. 95 Chapter 7 4. Subjects who receive treatments mismatched with learning preference will have lower amount of satisfaction than those who are matched. The results from the qualitative analyses showed no connection between the matching/mismatching and satisfaction with the instruction. 5. Subjects who receive treatments with a non-linear teaching strategy will have higher amount of ‘comprehension’ than those who received treatments with a linear teaching strategy. 6. Subjects who receive treatments with a linear teaching strategy will have higher amount of ‘knowledge’ than those who received treatments with a non-linear teaching strategy. The idea was based on that linear teaching methods have a predetermined structure set by the author/teacher and therefore the learners are more focused to remember than to actually understand i.e. ‘knowledge’ according to Bloom’s taxonomy. The answer is yes, as can be seen in Figure 16 all players i.e. holists and serialists, acquired a better result in ‘comprehension’ than in ‘knowledge’ in contrast to all readers. All readers acquired better result in ‘knowledge’ than in ‘comprehension’ in contrast to all players. 7. To what extent does learning preference (serialist/holist), teaching strategy (linear/non-linear), matching/mismatching learning preference and teaching strategy, age, gender and satisfaction with the instruction singly or in combination, affect achievement in acquiring understanding of IT security. This was more of a working question than a working hypothesis, suitable for discussions. However, the findings show that there is a difference in how people acquire knowledge in the most efficient way, depending on the learning preference i.e. holists seem to be more focused to understand, and serialists seem to be more focused to remember. Readers with serialistic learning preferences acquired more of ‘knowledge’ than holistic readers in spite of the fact that the holists spent in average 52% more time on reading than the serialists. 96 Concluding discussion and suggestions for future research Furthermore, there is apparently a connection between teaching method and type of acquired knowledge. In general, the readers acquired more of ‘knowledge’ and the players acquired more of ‘comprehension’. Unexpectedly was that even the serialists received a better understanding of IT security by using computer games. Quantitatively, there were week relations between type of knowledge acquired, learning preference, type of instructions and matching/ mismatching instruction with learning preference, see Figure 15 and Figure 16. Qualitatively, individuals with low prior knowledge and explorative in nature tend to increase their ‘comprehension’ more when using computer games as instruction than reading a text. The evaluation forms from students are throughout positive about the game prototype and they enjoyed the learning process more than reading a book or even classroom teaching. Although, some students pointed out that professional made design and graphics would really improve their learning capabilities. The evaluation forms from the industry people showed a different picture. The game has to astonish the players, with graphics and sound. The more expensive it looks, the more people will consider spending time with it. An interesting finding was that even if the subject disliked the game – but continued anyway – s/he still acquired a higher amount of understanding than the subjects in the control group. To be able to generalise the findings additional experiments may be conducted, with a stable selection of subjects including a larger number of subjects. In the experiments we have compared one computer game and one text, one could evaluate other kinds of computer games and other kinds of linear teaching methods. In the presented computer game there is a low degree of 97 Chapter 7 excitement and story. If we could improve the ‘gameplay’ (fun to play) how would this reflect the amount of acquired understanding in IT security? Additional experiments also require improving the evaluation process of acquired understanding and the methods to decide learning preference. Interesting would also be to carry out the experiment as an international effort in different cultures to map the different needs. The qualitative analyses indicate that other aspects of learning than serialist/holist dimension may benefit more from GBI such as an explorative nature of the individual. [Ward 1994] mention for instance that visual teaching strategies can be important for people with learning disabilities. We introduced the term knowledge quadrants in Figure 14. It is important in the development of a curriculum to decide what kind of knowledge according Bloom’s taxonomy (in which quadrant) we want the learner to acquire. How does these findings correspond with the teaching methods for IT security used today? Are GBI motivated to develop? Because of the complex dynamic multidimensional nature of modern IT security, it is this researchers opinion that we need to be open-minded in the search for new educational means; non-linear teaching methods like GBI are definitely an alternative to conventional teaching methods when learning IT security. 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APPENDICES Appendices Appendix A – Material to participants Appendix B – Data Analyses with Anova Appendix C – Quantitative Results, Pretest and Post-test Appendix D – Qualitative Results 105 APPENDIX A – MATERIAL TO PARTICIPANTS Instructions to the participants (in Swedish) General question form (in Swedish) Knowledge form (in Swedish) Evaluation form (in Swedish) 7 augusti 2000 DSV, Säkerhetsinformatik Kjell Näckros, [email protected], tel 08-16 17 65 Projektbeskrivning “Man kan leda hästen till vattnet men inte tvinga den till att dricka”- okänt ursprung, dock funnen på toaletten på kafé "haggan i backen" i Sigtuna stad. Det går inte att tvinga människor att lära sig ny kunskap eller att få dem att förändra sitt beteende om de inte är mottagliga. Syftet med projektet är att finna effektiva metoder att få de människor som har svårt att tillgodogöra sig information genom existerande metoder, att bli medvetna om de säkerhetsrelaterade frågeställningar som uppkommer då elektroniska kommunikationteknologier används. Trots att det finns ett stort utbud av böcker och kurser med syfte att lära ut säkerhet används inte dessa kunskaper när de behövs, vilket har lett till en ökad osäkerhet. Det kan naturligtvis bero på en mängd olika orsaker men vi har valt att utgå från brist på medvetenhet (till skillnad från kunskaper) inom säkerhetsrelaterade frågeställningar hos de som använder elektroniska kommunikationsteknologier. Utgående från vår tes om brist på IT-säkerhetsmedvetenhet bland datoranvändarna kompletterar vi denna med att människor har olika inlärningspreferenser, de som lär sig från del till helhet (serialister) och de som lär sig från helhet till del (holister). Dagens utlärningsformer stimulerar serialisterna och därmed förbiser holisterna, fortsättningsvis har vi inte råd att utlämna denna grupp från det moderna samhället. Syftet med detta projekt är följdaktligen att finna metoder som kan bidra till ökat säkerhetsmedvetande bland de som har holistiska inlärningspreferenser. Hypotesen som vi vill testa är; att användandet av datorspel som inlärningsmetod bidrar effektivare till ökat säkerhetsmedvetande bland de som har holistiska inlärningspreferenser än traditionella didaktiska metoder. Test beskrivning Ni skall ha fått ett kuvert, på detta finns det nummer som ert material kommer att identifieras genom. Testets utforming kommer att utföras som följer: 1. Allmänna frågor. Fyll i så gott ni kan. 2. Test 1. Frågor om era nuvarande kunskaper inom PKI. 3. Speltest. Sitta vid datorn och testa "PKI-applikation" 4. Test 2. Samma som Test 1 för att observera tillägnad kunskap. 5. Evaluering. Hjälp oss genom tycka till om prototypen och idén. 6. Avslut. Lägg in alla formulär i kuveret och lämna in det till ansvarig. 7. Personlighetstest. Frivillig, men viktig för oss. Lämnas in i efterhand, se nedan. Vi är intresserade av att evaluera vår hypotes om inlärande av medvetenhet. För att kunna göra detta vädjar vi till er att i efterhand göra en personlighetstest, Keirsey temperament sorter II, som finns on-line på Internet med adressen: http://keirsey.com/ Om ni vill medverka ber vi er att utföra denna test på ert modersmål. Försök att svara uppriktigt och gör en utskrift på det svar ni får från detta frågetest. Problem med Utskrift - Gör så här! 1. När ni har fått resultatet i webbläsaren, välj ”Markera Allt” i ,”Redigera”-menyn (alt. ”Select All” i ”Edit”-menyn, beroende på version) och Kopiera (Copy) 2. Öppna Microsoft Word (eller liknande) och ”Klistra in” (”Paste”) det kopierade materialet. 3. Tabellen får inte plats så, Välj Arkiv->Utskriftformat->Pappersstorlek->Liggande (Page Setup-> Paper Size->Orientation, välj Landscape). Tryck på OK 4. Gör sedan en utskrift av detta. Skriv det identifierande nummer som står på ert kuvert och skicka detta till: papper elektroniskt, som bifogad fil DSV SU/KTH [email protected] att: Kjell Näckros Electrum 230 164 40 Kista Tack för er medverkan. 7 augusti 2000 DSV, Säkerhetsinformatik Kjell Näckros, [email protected], tel 08-16 17 65 Allmänna frågor Kön: Ålder: Befattning: Tidigare studerade kurser, behöver ej vara högskolerelaterat (ex ekonomi, design, litteratur): Intressen (ex fotografi, politik, grottletning): Brukar du spela dataspel, i så fall hur mycket, hur ofta och vilken typ: Hur uppfattar du att du behärskar PKI (Public Key Infrastructure): a) Inte alls. b) Lite c) Bra d) Mycket Bra 7 augusti 2000 DSV, Säkerhetsinformatik Kjell Näckros, [email protected], tel 08-16 17 65 Test Kryssdel Ringa in ett eller flera av de val som förekommer. Lägg inte ner alltför mycket tid på detta. 1. En symmetrisk nyckel kan användas för (ett svar); a) både kryptering och dekryptering b) antingen kryptering eller dekryptering c) bara kryptering d) bara dekryptering e) vet inte 2. En asymmetrisk nyckel kan användas för (ett svar); a) både kryptering och dekryptering b) antingen kryptering eller dekryptering c) bara kryptering d) bara dekryptering e) vet inte 3. Ett symmetriskt nyckelpar är (ett svar); a) exakt lika b) helt olika c) vet inte 4. Ett asymmetriskt nyckelpar är (ett svar); a) exakt lika b) helt olika c) vet inte 5. Konfidentialitet kan erhållas genom (ett eller flera svar); a) kryptering med symmetrisk nyckel b) kryptering med privat nyckel c) kryptering med publik nyckel d) certifikat e) digital signatur f) PKI (Public Key Infrastructure) g) certifikatutfärdare (CA-Certification Authority), CP h) betrodd tredjepart (TTP-Trusted Third Party) i) vet inte 6. Integritet kan erhållas genom (ett eller flera svar); a) kryptering med symmetrisk nyckel b) kryptering med privat nyckel c) kryptering med publik nyckel d) certifikat e) digital signatur f) PKI (Public Key Infrastructure) g) certifikatutfärdare (CA-Certification Authority), CP h) betrodd tredjepart (TTP-Trusted Third Party) i) vet inte 1 (4) 7 augusti 2000 DSV, Säkerhetsinformatik Kjell Näckros, [email protected], tel 08-16 17 65 7. Autenticiering kan erhållas genom (ett eller flera svar); a) kryptering med symmetrisk nyckel b) kryptering med privat nyckel c) kryptering med publik nyckel d) certifikat e) digital signatur f) PKI (Public Key Infrastructure) g) certifikatutfärdare (CA-Certification Authority), CP h) betrodd tredjepart (TTP-Trusted Third Party) i) vet inte 8. Oavvislighet kan erhållas genom (ett eller flera svar); a) kryptering med symmetrisk nyckel b) kryptering med privat nyckel c) kryptering med publik nyckel d) certifikat e) digital signatur f) PKI (Public Key Infrastructure) g) certifikatutfärdare (CA-Certification Authority), CP h) betrodd tredjepart (TTP-Trusted Third Party) i) vet inte 9. I ett symmetriskt nyckelsystem (ett svar); a) får det finnas en öppen nyckelkatalog b) får det inte finnas en öppen nyckelkatalog c) vet ej 10. I ett asymmetriskt nyckelsystem (ett svar); a) får det finnas en öppen nyckelkatalog b) får det inte finnas en öppen nyckelkatalog c) vet ej 11. Ett certifikat innehåller bl a (ett svar); a) nyckelägarens namn, dess publika nyckel, giltighetsdatum b) nyckelägarens namn, dess privata nyckel, tidsstämpel c) nyckelägarens namn, dess symmetriska nyckel, giltighetsdatum d) nyckelutgivarens namn, mottagarens publika nyckel, giltighetsdatum e) nyckelutgivarens namn, dess privata nyckel, tidsstämpel f) nyckelutgivarens namn, dess symmetriska nyckel, giltighetsdatum g) vet ej 12. Ett trovärdigt certifikat skall (ett svar); a) signeras av användaren b) signeras av CA/CP/TTP c) signeras av mottagaren d) vet ej 2 (4) 7 augusti 2000 DSV, Säkerhetsinformatik Kjell Näckros, [email protected], tel 08-16 17 65 Fritextdel Denna del är tänkt för fria tolkningar. Förklara med egna ord (gärna läsligt), inte bilder, vad det är som beskrivs. 13. Förklara och exemplifiera följande: Vad är IT-säkerhet? Varför behövs IT-säkerhet? 14. Förklara och exemplifiera följande; TTP (Trusted Third Part) - pålitlig tredjepart CA (Certification Authority) - Certifikatutfärdare 15. Förklara och exemplifiera följande; PKI (Public Key Infrastructure) - publik nyckel infrastruktur 16. Förklara och exemplifiera följande; Hur garanteras konfidentialitet (confidentiality), omöjligt att läsa, i ett elektroniskt meddelande? 17. Förklara och exemplifiera följande; Hur garanteras riktighet (integrity), omöjligt att förfalska, i ett elektroniskt meddelande? 18. 3 (4) 7 augusti 2000 DSV, Säkerhetsinformatik Kjell Näckros, [email protected], tel 08-16 17 65 Förklara och exemplifiera följande; Hur garanteras autenticitet (authenticity), veta att avsändaren är den han/hon utger sig för att vara, i ett elektroniskt meddelande? 19. Förklara och exemplifiera följande; Hur garanteras oavvislighet (non-repudiation), avsändaren skall inte kunna förneka att han/hon skickat, i ett elektroniskt meddelande? 20. Adam och Eva har var sitt asymmetriskt nyckelpar, en privat och en publik nyckel. Hur kan Adam sända information som bara Eva kan läsa och hur kan Eva läsa informationen? 21. Adam och Eva har var sitt asymmetriskt nyckelpar, en privat och en publik nyckel. Eva har tagit emot ett meddelande från Adam. Hur kan Eva vara säker på att Adams meddelande inte har blivit förändrat sedan det skrevs? 22. Adam och Eva har var sitt asymmetriskt nyckelpar, en privat och en publik nyckel. Eva har tagit emot ett meddelande från Adam. Hur kan Eva vara säker på att meddelandet kommer från Adam? 4 (4) 7 augusti 2000 DSV, Säkerhetsinformatik Kjell Näckros, [email protected], tel 08-16 17 65 Utvärderingsformulär Här vill vi gärna ta emot kritik och önskemål rörande innehållet i det som ni varit med om. Dåligt O O Bra O O Mycket bra O Dåligt O O Bra O O Mycket bra O Dåligt O O Bra O O Mycket bra O Dåligt O O Bra O O Mycket bra O Dåligt O O Bra O O Mycket bra O Dåligt O O Bra O O Mycket bra O Dåligt O O Bra O O Mycket bra O Förståelse - generellt Tycker du att det här är ett bra sätt att lära sig hur PKI fungerar? Förståelse - personligt Tycker du att du har lärt dig någonting hur PKI fungerar, utöver vad du eventuellt visste tidigare? Design - Grafik Vad tycker du om grafiken? - Grafik är alla de bilder som visas och alla de effekter som används på dessa. Det vill säga allting som du kommer att se. Design - Ljud Vad tycker du om ljudet? - Musik, ljudeffekter mm. Det vill säga allting som du kommer att höra. Design - Gränssnitt Vad tycker du om gränssnittet? - Navigering i applikationen. Menyer, dialogrutor och allting som du använder dig av för att interagera och hitta i applikationen. Design - Spelbarhet Vad tycker du om spelbarheten? - 'Rolighetsfaktor', hur engagerande applikationen är. Tiden som du kan upprätthålla ditt intresse. Design - Handling Vad tycker du om handlingen? - Bakgrundsinformation, nödvändiga kunskaper för att du skall kunna agera. Innehållet i applikationen och all den information som du tillägnar dig genom applikationen. 7 augusti 2000 DSV, Säkerhetsinformatik Kjell Näckros, [email protected], tel 08-16 17 65 Teknisk Miljö Hur tycker du att applikationen och den här testen rent tekniskt har fungerat? Tala gärna om vilken datormiljö du sitter vid. Dåligt O O Bra O O Övriga kommentarer - Hur kan prototypen förbättras? - Har det varit kul, lärande? - Alla kommentarer är viktiga. Mycket bra O APPENDIX B – DATA ANALYSES WITH ANOVA ANOVA Table for Part1*100 Group Residual DF 3 59 Sum of Squares 360,663 26103,182 Mean Square 120,221 442,427 Means Table for Part1*100 Effect: Group hol/spel hol/text ser/spel ser/text Count 18 17 13 15 Mean 29,167 30,882 32,692 35,556 Std. Dev. 18,358 20,362 28,149 17,385 Std. Err. 4,327 4,939 7,807 4,489 Interaction Bar Plot for Part1*100 Effect: Group 40 35 Cell Mean 30 25 20 15 10 5 0 hol/spel hol/text ser/spel ser/text Cell Fisher's PLSD for Part1*100 Effect: Group Significance Level: 1 % hol/spel, hol/text hol/spel, ser/spel hol/spel, ser/text hol/text, ser/spel hol/text, ser/text ser/spel, ser/text Mean Diff. -1,716 -3,526 -6,389 -1,810 -4,673 -2,863 Crit. Diff 18,935 20,378 19,573 20,628 19,833 21,215 P-Value ,8103 ,6468 ,3885 ,8161 ,5330 ,7207 F-Value ,272 P-Value ,8455 Lambda ,815 Power ,026 ANOVA Table for Part2*100 Group Residual DF 3 59 Sum of Squares 7101,984 24739,286 Mean Square 2367,328 419,310 F-Value 5,646 Means Table for Part2*100 Effect: Group hol/spel hol/text ser/spel ser/text Count 18 17 13 15 Mean 37,778 15,882 24,615 10,667 Std. Dev. 22,637 16,605 22,589 19,809 Std. Err. 5,336 4,027 6,265 5,115 Interaction Bar Plot for Part2*100 Effect: Group 40 35 Cell Mean 30 25 20 15 10 5 0 hol/spel hol/text ser/spel Cell ser/text Fisher's PLSD for Part2*100 Effect: Group Significance Level: 1 % hol/spel, hol/text hol/spel, ser/spel hol/spel, ser/text hol/text, ser/spel hol/text, ser/text ser/spel, ser/text Mean Diff. 21,895 13,162 27,111 -8,733 5,216 13,949 Crit. Diff 18,434 19,839 19,055 20,082 19,308 20,654 P-Value ,0025 S ,0826 ,0004 S ,2517 ,4750 ,0774 Fisher's PLSD for Part2*100 Effect: Group Significance Level: 0,5 % Mean Diff. 21,895 Crit. Diff 20,197 P-Value ,0025 S hol/spel, ser/spel 13,162 21,737 ,0826 hol/spel, ser/text hol/text, ser/spel 27,111 -8,733 20,878 22,003 ,0004 S ,2517 hol/text, ser/text ser/spel, ser/text 5,216 13,949 21,156 22,630 ,4750 ,0774 hol/spel, hol/text P-Value ,0018 Lambda 16,937 Power ,800 APPENDIX C – QUANTITATIVE RESULTS, PRETEST AND POST-TEST Pretest part 1 (score) s/g s/t 0 10 0 0 6 0 3 1 2 0 6 7 9 part 1 - covariance (score) s/g s/t h/g h/t s/g 12,85207 s/t 5,201183 6,488889 h/g -0,94083 -0,95556 9,311728 h/t -3,21893 2,444444 0,757785 8,110727 part 1 - covariance (percentage of max score) s/g s/t h/g h/t s/g 892,5049 s/t 311,6427 450,6173 h/g -195,902 -258,916 646,6478 h/t -228,909 122,1708 -31,5072 563,2449 sum= sd= mean= part 2 - covariance (score) s/g s/t h/g h/t s/g 5,147929 s/t -0,05325 4,506667 h/g -1,62722 -2,09333 8,608025 h/t -1,73964 1,053333 0,788927 3,148789 part 2 - covariance (percentage of max score) s/g s/t h/g h/t s/g 514,7929 s/t -5,32544 450,6667 h/g -162,722 -209,333 860,8025 h/t -173,964 105,3333 78,89273 314,8789 44 50 3,731364 2,636737 3,38 3,33 part 2 (score) s/g s/t 0 4 2 0 1 1 2 0 0 0 3 4 8 sum= sd= mean= part 1+ part 2 - covariance(score) s/g s/t h/g h/t s/g 9,534024 s/t 3,220414 6,248889 h/g -0,91864 -1,06222 9,654321 h/t -1,97337 2,442222 1,378893 6,307958 part 1+part2 - covariance(percentage of max score) s/g s/t h/g h/t s/g 723,7837 s/t 206,1226 485,321 h/g -102,235 -119,525 781,0935 h/t -178,041 169,6049 90,56373 468,6683 h/t 8 1 0 1 2 1 9 1 1 2 0 4 0 0 1 4 0 3 0 1 0 0 1 0 2 0 0 4 0 0 7 6 1 1 5 25 24 37 29 2,361551 2,197401 3,019003 1,829095 1,92 1,60 2,06 1,71 0 4 2 0 1 1 2 0 0 0 3 4 8 sd 0,4624 0,1838 sd 4,0429 0,1769 sd 0,4974 0,2062 part 2 (percentage of max score) s/g s/t h/g h/t 0,00 0,00 80,00 10,00 40,00 10,00 0,00 10,00 20,00 0,00 20,00 10,00 0,00 0,00 90,00 10,00 10,00 50,00 10,00 20,00 10,00 50,00 0,00 40,00 20,00 50,00 0,00 0,00 0,00 0,00 10,00 40,00 0,00 0,00 0,00 30,00 0,00 0,00 0,00 10,00 30,00 0,00 0,00 0,00 40,00 0,00 10,00 0,00 80,00 10,00 20,00 0,00 50,00 0,00 40,00 20,00 0,00 0,00 70,00 60,00 10,00 10,00 50,00 250 240 320 290 23,61551 21,97401 30,18326 18,29095 19,23 16,00 18,82 17,06 sd 4,9713 1,5146 sd 0,1865 0,3488 part 1+part2 (percentage of max score) s/g s/t h/g h/t 0,00 33,33 58,33 58,33 83,33 50,00 0,00 25,00 0,00 0,00 8,33 0,00 0,00 0,00 41,67 0,00 50,00 50,00 16,67 33,33 0,00 16,67 16,67 16,67 25,00 58,33 0,00 25,00 8,33 25,00 16,67 75,00 16,67 25,00 25,00 33,33 0,00 0,00 25,00 33,33 50,00 0,00 25,00 0,00 58,33 16,67 25,00 0,00 75,00 58,33 50,00 0,00 50,00 0,00 66,67 33,33 25,00 16,67 83,33 50,00 58,33 41,67 83,33 0,00 0,00 80,00 10,00 40,00 10,00 0,00 10,00 20,00 0,00 20,00 10,00 0,00 0,00 90,00 10,00 10,00 50,00 10,00 20,00 10,00 50,00 0,00 40,00 20,00 50,00 0,00 0,00 0,00 0,00 10,00 40,00 0,00 0,00 0,00 30,00 0,00 0,00 0,00 10,00 30,00 0,00 0,00 0,00 40,00 0,00 10,00 0,00 80,00 10,00 20,00 0,00 50,00 0,00 40,00 20,00 0,00 0,00 70,00 60,00 10,00 10,00 50,00 617 657 928 765 23,72 21,89 25,79 22,50 27,43602 22,40661 28,3445 21,97431 sd 1,7196 3,3163 h/g 0 1 0 0 5 5 5 0 0 0 0 0 1 5 2 part 1+part2 (score) s/g s/t 0 4 10 6 0 0 0 0 6 6 0 2 3 7 1 3 2 3 0 0 6 0 7 2 9 7 6 4 sum= mean= sd= h/t 7 7 0 3 1 0 5 0 2 4 2 2 0 3 2 9 3 4 3 4 3 0 3 0 6 0 0 8 3 2 10 6 7 5 10 67 57 3,13998 2,935583 3,72 3,35 part 1 (percentage of max score) s/g s/t h/g h/t 0,00 33,33 58,33 58,33 83,33 50,00 0,00 25,00 0,00 0,00 8,33 0,00 0,00 0,00 41,67 0,00 50,00 50,00 16,67 33,33 0,00 16,67 16,67 16,67 25,00 58,33 0,00 25,00 8,33 25,00 16,67 75,00 16,67 25,00 25,00 33,33 0,00 0,00 25,00 33,33 50,00 0,00 25,00 0,00 58,33 16,67 25,00 0,00 75,00 58,33 50,00 0,00 50,00 0,00 66,67 33,33 25,00 16,67 83,33 50,00 58,33 41,67 83,33 367 417 475 475 31,0947 21,97281 23,37444 24,46319 28,21 27,78 27,94 27,94 h/g 4 6 0 0 6 2 7 3 3 0 0 2 7 6 4 0 1 0 0 5 5 5 0 0 0 0 0 1 5 2 69 74 2,65 2,47 3,14887 2,542512 h/g h/t 7 7 0 3 1 0 5 0 2 4 2 2 0 3 2 9 3 4 3 4 3 0 3 0 6 0 0 8 3 2 10 6 7 5 10 8 1 0 1 2 1 9 1 1 2 0 4 0 0 1 4 0 3 0 1 0 0 1 0 2 0 0 4 0 0 7 6 1 1 5 104 86 2,89 2,53 3,151215 2,549335 Post-test part 1 - covariance(score) s/g s/t h/g h/t s/g 3,905325 s/t 1,118343 2,106667 h/g -0,21302 -0,45333 4,617284 h/t -1,95858 -0,94667 1,055363 4,878893 part 1 - covariance(percentage of max score) s/g s/t h/g h/t s/g 271,2032 s/t 0,007766 146,2963 h/g -0,00148 -0,00315 320,6447 h/t -0,0136 -0,00657 0,007329 338,812 part 1 (score) s/g s/t 7 8 8 9 4 4 8 6 7 9 8 7 6 8 9 8 4 8 7 9 6 7 10 6 11 10 7 8 sum= sd= mean= part 2 - covariance(score) s/g s/t h/g h/t s/g 5,775148 s/t -2,0355 4,755556 h/g -0,17751 0,888889 5,027778 h/t -1,94675 0,8 -0,08997 4,795848 part 2 - covariance(percentage of max score) s/g s/t h/g h/t s/g 577,5148 s/t -203,55 475,5556 h/g -17,7515 88,88889 502,7778 h/t -194,675 80 -8,99654 479,5848 h/t 8 7 7 3 8 6 8 7 4 7 5 7 5 7 6 9 9 9 8 9 4 7 8 7 7 1 6 10 5 6 12 9 10 9 10 95 114 130 120 2,056883 1,502379 2,211083 2,276801 7,31 7,60 7,22 7,06 part 2 (score) s/g s/t 3 6 3 6 3 0 3 5 1 7 5 6 9 sum= sd= mean= part 1+part 2 - covariance(score) s/g s/t h/g h/t s/g 6,976331 s/t 3,139053 9,515556 h/g 0,704142 1,533333 5,304784 h/t 0,352071 4,366667 1,756055 8,380623 part 1+part 2 - covariance(percentage of max score) s/g s/t h/g h/t s/g 497,0455 s/t 357,9861 647,037 h/g -162,028 -154,167 412,5686 h/t 1,929012 231,8673 -15,9722 576,6724 h/t 8 3 2 1 9 1 9 5 6 6 6 6 4 4 2 7 4 4 4 5 3 1 7 1 7 1 7 3 4 0 8 6 7 2 8 57 40 105 56 2,501282 2,257263 2,307277 2,257341 4,38 2,67 5,83 3,29 sum= sd= mean= sd 2,8644 2,1450 sd 0,1161 1,3877 part 2 (percentage of max score) s/g s/t h/g h/t 30,00 60,00 80,00 30,00 60,00 40,00 20,00 10,00 30,00 10,00 90,00 10,00 60,00 0,00 90,00 50,00 30,00 40,00 60,00 60,00 0,00 60,00 60,00 60,00 30,00 50,00 40,00 40,00 50,00 10,00 20,00 70,00 10,00 10,00 40,00 40,00 70,00 10,00 40,00 50,00 50,00 0,00 30,00 10,00 60,00 40,00 70,00 10,00 90,00 20,00 70,00 10,00 50,00 70,00 30,00 0,00 40,00 0,00 80,00 60,00 70,00 20,00 80,00 570 400 970 560 25,01282 22,57263 23,12053 22,57341 43,85 26,67 57,06 32,94 sd 1,1578 13,3334 sd 0,1460 1,1950 part 1+part 2 (percentage of max score) s/g s/t h/g h/t 58,33 66,67 66,67 58,33 66,67 75,00 58,33 25,00 33,33 33,33 66,67 50,00 66,67 50,00 66,67 58,33 58,33 75,00 33,33 58,33 66,67 58,33 41,67 58,33 50,00 66,67 41,67 58,33 75,00 66,67 50,00 75,00 33,33 66,67 75,00 75,00 58,33 75,00 66,67 75,00 50,00 58,33 33,33 58,33 83,33 50,00 66,67 58,33 91,67 83,33 58,33 8,33 58,33 50,00 83,33 66,67 41,67 50,00 100,00 75,00 83,33 75,00 83,33 30,00 60,00 80,00 30,00 60,00 40,00 20,00 10,00 30,00 10,00 90,00 10,00 60,00 0,00 90,00 50,00 30,00 40,00 60,00 60,00 0,00 60,00 60,00 60,00 30,00 50,00 40,00 40,00 50,00 10,00 20,00 70,00 10,00 10,00 40,00 40,00 70,00 10,00 40,00 50,00 50,00 0,00 30,00 10,00 60,00 40,00 70,00 10,00 90,00 20,00 70,00 10,00 50,00 70,00 30,00 0,00 40,00 0,00 80,00 60,00 70,00 20,00 80,00 570 350 710 450 25,01282 22,13015 24,70337 22,58886 43,85 26,92 54,62 34,62 sd 1,4601 11,9499 h/g 6 4 1 0 4 6 5 1 1 1 0 4 2 5 0 part 1+part 2(score) s/g s/t 7 8 8 9 4 4 8 6 7 9 8 7 6 8 9 8 4 8 7 9 6 7 10 6 11 10 7 8 3 6 3 6 3 0 3 5 1 7 5 6 9 sd 0,3519 0,2267 part 1 (percentage of max score) s/g s/t h/g h/t 58,33 66,67 66,67 58,33 66,67 75,00 58,33 25,00 33,33 33,33 66,67 50,00 66,67 50,00 66,67 58,33 58,33 75,00 33,33 58,33 66,67 58,33 41,67 58,33 50,00 66,67 41,67 58,33 75,00 66,67 50,00 75,00 33,33 66,67 75,00 75,00 58,33 75,00 66,67 75,00 50,00 58,33 33,33 58,33 83,33 50,00 66,67 58,33 91,67 83,33 58,33 8,33 58,33 50,00 83,33 66,67 41,67 50,00 100,00 75,00 83,33 75,00 83,33 792 950 1000 1000 17,14069 12,51983 18,03512 18,97334 60,90 63,33 58,82 58,82 h/g 6 4 1 0 4 6 5 1 1 1 0 4 2 5 0 57 35 2,501282 2,213015 4,38 2,69 h/g h/t 8 7 7 3 8 6 8 7 4 7 5 7 5 7 6 9 9 9 8 9 4 7 8 7 7 1 6 10 5 6 12 9 10 9 10 8 3 2 1 9 1 9 5 6 6 6 6 4 4 2 7 4 4 4 5 3 1 7 1 7 1 7 3 4 0 8 6 7 2 8 71 45 2,470337 2,258886 5,46 3,46 APPENDIX D – QUALITATIVE RESULTS Subjects, category A low improvements in 'knowledge' high improvements in 'comprehension' Key: VP Very Poor P Poor Lerning Preference Ser Hol Hol Hol Ser Hol Hol Type of Instruction T G T T T G T Age 20 21 42 23 25 31 34 Gender F M M F F F M Perceived Knowledge VP VP P VP P VP VP Measured Knowledge Part 1, % 33 16 33 25 50 16 75 Part 2, % 0 10 20 0 10 0 40 Experience of Games VG VG P VP VP VP VP Is this a good way of teaching PKI? G VG G G ~ ~ ~ Have you understood PKI? E G VG VG ~ ~ ~ What do you think about the design? ~ G P VP ~ ~ ~ What do you think about the inteface/navigation? ~ P G P ~ ~ ~ What do you think about the 'gameplay'/fun? ~ P VP P ~ ~ ~ What do you think about the 'story'/content? ~ VG VP P ~ ~ ~ Average time (min): 54 45 29 71 38 ~ ~ ~ Average time, Game (min): 56 Average time, Text (min): 51 Categories of Utterances: Better than conventional teaching. 1 A good complement to traditional teaching. More fun than conventional teaching. I felt stressed. Need more time. 1 Easier navigation. 1 Good/illustrative symbols. 1 Want to learn more. 1 Difficult to get started. Need better feedback. Need a clearer goal. Better graphics. Difficult to understand 'big picture' of PKI Easy to understand 'big picture' of PKI Stimulates experiental learning. Booring. Difficult to maintain interest I really learned something. 1 More teaching like this. Practice makes understanding Demands interest in forehand 1 Learnt a lot in short time Learnt nothing Better for children Demands knowledge in forehand Ser=Serialist T=Text hs=Holist/Game ss=Serialist/Game Hol=Holist G=Game ht=Holist/Text st=Serialist/Text G VG E Good Very Good Excellent ~ no answer Hol Hol Ser Hol Hol Hol G G T G G G 22 32 27 48 25 31 F F M M F F P VP P VP P P 25 0 VG VG G P P P G 53 50 16 25 58 20 0 0 10 VP VG VP VP VG G P ~ G VG P ~ VG G G ~ P P P ~ VG G P ~ G G P ~ 52 53 76 72 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 Typical Utterances (Game): 1.1) "The idea is funny. A good pedagogic trick with using funny messages." (#188hs) 1.2) "This form of pedagody encourages experiental learning" (#188hs) 1.3) "Superb way of understanding a bit more about incomprehensible encryption." (#201hs) Typical Utterances (Text): 2.1) "The text is very good, many facts with a focus on what is interesting." (#120ht) 1 83 50 P ~ ~ ~ ~ ~ ~ 54 Subjects, category B high improvements in 'knowledge' high improvements in 'comprehension' Key: VP Very Poor Lerning Preference Ser Hol Hol Type of Instruction G T G Age 20 21 31 Gender M F M Perceived Knowledge VP VP G Measured Knowledge Part 1, % 0 0 8 Part 2, % 0 10 20 Experience of Games VG VP VG Is this a good way of teaching PKI? P VG G Have you understood PKI? G VG G What do you think about the design? P G G What do you think about the inteface/navigation? G ~ G What do you think about the 'gameplay'/fun? G ~ E What do you think about the 'story'/content? G ~ E Average time (min): 62 44 59 93 Average time, Game (min): 67 Average time, Text (min): 42 Categories of Utterances: Better than conventional teaching. A good complement to traditional teaching. 1 More fun than conventional teaching. 1 1 I felt stressed. Need more time. Easier navigation. Good/illustrative symbols. 1 Want to learn more. 1 Difficult to get started. Need better feedback. 1 Need a clearer goal. Better graphics. 1 Difficult to understand 'big picture' of PKI Easy to understand 'big picture' of PKI Stimulates experiental learning. Booring. Difficult to maintain interest I really learned something. 1 More teaching like this. Practice makes understanding Demands interest in forehand Learnt a lot in short time Learnt nothing Better for children Demands knowledge in forehand P Poor Ser=Serialist T=Text hs=Holist/Game ss=Serialist/Game Hol=Holist G=Game ht=Holist/Text st=Serialist/Text G VG E Good Very Good Excellent ~ no answer Ser Hol Hol Ser Hol Hol Ser Hol Hol G G G G G T G G G 40 42 25 25 23 23 38 26 26 M F M F F F F F F VP VP VP VP VP VP VP VP G 0 0 VP G G G G E G 87 0 25 8 25 33 0 25 0 0 0 0 0 10 0 10 0 G P VP P G VG VP G E VP E ~ G VG G E E G VG ~ VG VG VG E E G G ~ G E VG VG E P P ~ VG VG G G E VP ~ ~ P G P VG E VP ~ ~ VG VG G VG 70 46 32 ~ 25 82 82 69 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 Typical Utterances (Game): 1.1) "Funny, using Paradise with Adam and Eve. This gives a feeling of familiarity. One already knows the background" (#103ss) 1.2) "A funny way to teach" (#156hs) 1.3) "Funny! Especially the Snake. It's easier and funnier to experiment and to test what's happening, when the graphics are childish and simple" (#186hs) 1.4) "Very pedagogically! Almost too obvious, but rather funny and that is not too common." (#186hs) 1.5) "I would gladly learn even more about PKI, more details and the theories behind it. Now when I understand what its all about." (#186hs) Typical Utterances (Text): Subjects, category C low improvements in 'knowledge' low improvements in 'comprehension' Lerning Preference Type of Instruction Age Gender Perceived Knowledge Measured Knowledge Part 1, % Part 2, % Experience of Games Is this a good way of teaching PKI? Have you understood PKI? What do you think about the design? What do you think about the inteface/navigation? What do you think about the 'gameplay'/fun? What do you think about the 'story'/content? Average time (min): 31 Average time, Game (min): 42 Average time, Text (min): 24 Categories of Utterances: Better than conventional teaching. A good complement to traditional teaching. More fun than conventional teaching. I felt stressed. Need more time. Easier navigation. Good/illustrative symbols. Want to learn more. Difficult to get started. Need better feedback. Need a clearer goal. Better graphics. Difficult to understand 'big picture' of PKI Easy to understand 'big picture' of PKI Stimulates experiental learning. Booring. Difficult to maintain interest I really learned something. More teaching like this. Practice makes understanding Demands interest in forehand Learnt a lot in short time Learnt nothing Better for children Demands knowledge in forehand Key: VP Very Poor Ser=Serialist T=Text hs=Holist/Game ss=Serialist/Game Hol=Holist G=Game ht=Holist/Text st=Serialist/Text G VG E Good Very Good Excellent ~ no answer P Poor Hol Hol Hol Ser Ser Hol Ser Ser Ser Ser Hol Ser Ser Hol Ser Hol Hol Ser Ser Hol Ser Hol Hol Ser Ser G T T G G G G T T G G T G T G T T T T G G T T T G 26 41 32 32 21 36 40 21 ~ 44 25 32 21 21 35 27 37 22 25 31 35 22 27 25 26 F F M M M M F F M F F F F F F M F F M M F M M M F P VP VP P VP P VP VP ~ G VP G VP VP P P VP P P G P P VP VP P 58 58 25 83 0 41 50 0 50 25 16 58 16 0 50 66 16 58 50 83 58 50 41 33 75 80 10 10 40 20 90 10 0 50 20 10 50 0 0 30 40 0 10 50 70 40 60 10 20 80 G VP G G VP VG VG VG ~ VP G VP VP VP VP VG P G VP G VG VG G P VP VG G G G E G ~ ~ P ~ G P ~ G ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ G VG G G G E VG ~ ~ P ~ P P ~ G ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ G P G G E VG ~ ~ VP ~ VP P ~ P ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ VG ~ G G VG G ~ ~ P ~ G ~ ~ VG ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ P ~ G G G G ~ ~ P ~ VP ~ ~ P ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ VG ~ VG G G G ~ ~ P ~ P ~ ~ VG ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ 25 40 22 60 34 71 ~ ~ 44 ~ 17 31 ~ 36 38 26 18 14 13 43 35 17 18 13 56 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 Typical Utterances (Game): 1.1) "It was funny. One learnt a lot, in such a short time." (#111ss) 1.2) "The language and the examples with Adam and Eve, were very good." (#111ss) 1.3) "...rather entertaining..." (#115hs) 1.4) "It's always good with this type of instruction when the subject feels so heavy/difficult." (#200ss) Typical Utterances (Text): 2.1) "Not the most funny thing I've ever done...my lack of intrest in security, needs a funnier instruction to learn." (#185ht) 2.2) "The text is well written and easy to understand." (#196ht, #197st) 1 Subjects, category D high improvements in 'knowledge' low improvements in 'comprehension' Key: VP Very Poor Lerning Preference Hol Hol Type of Instruction G T Age 35 41 Gender F M Perceived Knowledge VP VP Measured Knowledge Part 1, % 0 0 Part 2, % 0 10 Experience of Games G VP Is this a good way of teaching PKI? P VG Have you understood PKI? P P What do you think about the design? P G What do you think about the inteface/navigation? P ~ What do you think about the 'gameplay'/fun? P ~ What do you think about the 'story'/content? P ~ Average time (min): 41 75 28 Average time, Game (min): 75 Average time, Text (min): 38 Categories of Utterances: Better than conventional teaching. A good complement to traditional teaching. More fun than conventional teaching. I felt stressed. Need more time. 1 Easier navigation. Good/illustrative symbols. Want to learn more. Difficult to get started. Need better feedback. Need a clearer goal. Better graphics. Difficult to understand 'big picture' of PKI Easy to understand 'big picture' of PKI Stimulates experiental learning. Booring. Difficult to maintain interest I really learned something. More teaching like this. Practice makes understanding Demands interest in forehand Learnt a lot in short time Learnt nothing Better for children Demands knowledge in forehand P Poor Ser=Serialist T=Text hs=Holist/Game ss=Serialist/Game Hol=Holist G=Game ht=Holist/Text st=Serialist/Text G VG E Good Very Good Excellent ~ no answer Hol Ser Ser Hol Ser Ser Hol Ser Ser Hol Ser T G T T T T T T T T T 42 38 26 34 33 ~ 25 20 28 20 34 F F M M M F M F F F F VP VP VP VP VP VP VP VP VP VP VP 16 0 0 33 16 25 0 25 0 0 0 40 10 0 30 50 0 0 0 0 0 0 G VP VG VG VP VP VP P VP VP VG P ~ G G G G ~ P G P ~ P ~ VG G G P ~ VG VG P ~ ~ ~ VP P ~ G ~ G VG P ~ ~ ~ VG P G G ~ VG G E ~ ~ ~ P P P G ~ G G P ~ ~ ~ ~ G ~ P ~ G G P ~ 41 ~ 13 152 31 ~ 29 37 31 13 11 1 1 1 1 1 1 Typical Utterances (Game): Typical Utterances (Text): 2.1) "The presentation is similar to a physical book" (#110ht) 2.2) "I would not like to read this once again, the subject is too booring..." (#177st) 1 1 1
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