Oyun Tabanlı ve Geleneksel Öğretimin Ortaokul Öğrencilerinin Siber Güvenlik Farkındalık, Başarı ve Kalıcılık Üzerindeki Etkisinin Karşılaştırılması
Tez Türü: Bütünleşik Doktora
Tezin Yürütüldüğü Kurum: Orta Doğu Teknik Üniversitesi, Fen Bilimleri Enstitüsü, Fen Bilimleri Enstitüsü, Türkiye
Tez Danışmanı: Ömer Delialioğlu
Tezin Onay Tarihi: 2025
Tezin Dili: İngilizce
Desteklendiği Program: Diğer
Özet:
The aim of this research was to compare game-based and traditional instruction in
teaching cybersecurity to sixth-grade students, focusing on its effects on awareness,
achievement, and retention. The study employed an explanatory sequential mixed-methods design. The experimental group received game-based instruction through
CyberTR, a mobile game specifically developed for sixth-grade students, while the
control group received traditional instruction. Quantitative data were collected using
a quasi-experimental pre-test–post-test control group design with two instruments:
the Cybersecurity Awareness Scale (CSAS) and the Cybersecurity Achievement
Test (CSAT). Mixed-design ANOVA results revealed a significant Time × Group
interaction in overall awareness scores, favoring the experimental group. Subscale
analysis showed significant differences in the “Identify” and “Detect” domains of
the National Institute of Standards and Technology Cybersecurity Framework (NIST
CSF). However, ANCOVA results indicated no statistically significant difference between groups in cybersecurity achievement. In contrast, retention scores measured
four weeks after the post-test showed a significant difference favoring the
experimental group. Qualitative data from open-ended questions were analyzed to
explore student perceptions. Participants reported enhanced understanding,
increased awareness of online risks, and high engagement with the narrative-driven,
role-based game environment. Overall, the findings suggest that CyberTR is an
effective and engaging tool for developing cybersecurity competencies in secondary
education. The study emphasizes the potential of serious games to complement
formal curricula and offers implications for instructional design, digital safety
policy, and future research in cybersecurity education.