TY - GEN
T1 - Gamified Cybersecurity Training Using AI-Driven Learning Analytics in UK STEM Programs
AU - Farhan, Maruf
AU - Butt, Usman
AU - Bin Sulaiman, Rejwan
AU - Rajapakshe, Madhuki
AU - Ghazal, Taher M.
N1 - Publisher Copyright:
© 2025 IEEE.
PY - 2025
Y1 - 2025
N2 - The United Kingdom (UK) faces a significant cybersecurity skills shortage, with approximately 44% of businesses experiencing basic cybersecurity skills gaps, and incident management skills gaps increasing from 27% in 2020 to 48% in 2024. Traditional cybersecurity training methods often fail to engage learners effectively or provide adequate assessment of knowledge retention. This paper presents a novel framework combining gamified cybersecurity training with Artificial Intelligence (AI)-driven learning analytics specifically designed for UK Science, Technology, Engineering and Mathematics (STEM) programs.This approach utilizes behavioural science principles together with machine learning algorithms and incorporates real-time performance tracking, predictive modelling, and automated content adaptation based on individual learning patterns to create personalized, adaptive learning experiences. This optimizes both engagement and improves cybersecurity competencies. The effectiveness of this approach is highlighted through case studies of UK-based implementations, including the Cyber Explorers program and Gamified Intelligent Cyber Behaviour Assessment and Skills Training (GICAST) initiative. These case studies demonstrate significant improvements in learner engagement and knowledge retention as well as skills application, through data such as 60% boost in learner engagement by gamified training and 77% improvement in concept understanding from GICAST. Moving beyond conventional compliance-based training to establish interactive, data-driven experiences, the proposed framework addresses the key challenges in cybersecurity education and fosters long-term behavioural change. Results of AI-enhanced gamification show its ability to effectively bridge the cybersecurity skills gap while providing data-driven insights to educators for continuous program improvement.
AB - The United Kingdom (UK) faces a significant cybersecurity skills shortage, with approximately 44% of businesses experiencing basic cybersecurity skills gaps, and incident management skills gaps increasing from 27% in 2020 to 48% in 2024. Traditional cybersecurity training methods often fail to engage learners effectively or provide adequate assessment of knowledge retention. This paper presents a novel framework combining gamified cybersecurity training with Artificial Intelligence (AI)-driven learning analytics specifically designed for UK Science, Technology, Engineering and Mathematics (STEM) programs.This approach utilizes behavioural science principles together with machine learning algorithms and incorporates real-time performance tracking, predictive modelling, and automated content adaptation based on individual learning patterns to create personalized, adaptive learning experiences. This optimizes both engagement and improves cybersecurity competencies. The effectiveness of this approach is highlighted through case studies of UK-based implementations, including the Cyber Explorers program and Gamified Intelligent Cyber Behaviour Assessment and Skills Training (GICAST) initiative. These case studies demonstrate significant improvements in learner engagement and knowledge retention as well as skills application, through data such as 60% boost in learner engagement by gamified training and 77% improvement in concept understanding from GICAST. Moving beyond conventional compliance-based training to establish interactive, data-driven experiences, the proposed framework addresses the key challenges in cybersecurity education and fosters long-term behavioural change. Results of AI-enhanced gamification show its ability to effectively bridge the cybersecurity skills gap while providing data-driven insights to educators for continuous program improvement.
KW - STEM programs
KW - UK workforce development
KW - artificial intelligence
KW - cybersecurity education
KW - gamification
KW - learning analytics
UR - https://www.scopus.com/pages/publications/105031596014
U2 - 10.1109/ICCR67387.2025.11291825
DO - 10.1109/ICCR67387.2025.11291825
M3 - Conference contribution
AN - SCOPUS:105031596014
T3 - ICCR 2025 - 3rd International Conference on Cyber Resilience
BT - ICCR 2025 - 3rd International Conference on Cyber Resilience
PB - Institute of Electrical and Electronics Engineers Inc.
T2 - 3rd International Conference on Cyber Resilience, ICCR 2025
Y2 - 3 July 2025 through 4 July 2025
ER -