Abstract
Statement of the problem and purpose of the article. The article deals with the issues related to the protected interaction within the gamified educational environment, in particular in the field of game cases used for teaching information security. The main threats discussed below are impact on content and account theft. Experimental data comparing network and local interaction within a network gamified educational project are shown. Also the motivators are given allowing to organize users of such project, to pass to self-organization in the field of the protected information interaction. The research methodology consists in the analysis of existing gaming practices in the framework of information security training; the study of the results of interdisciplinary studies of Russian and international scientists on the use of gamification in various training tasks, game environments and solutions, their evaluation. Results. The author’s recommendations on the implementation of motivational attitudes in a gamified project to improve the security of interaction between participants are developed, some organizational and technical solutions are shown. Conclusion. According to the results of the experiment, it is shown that the network interaction on the activity of the participants can be compared with the interaction with the real presence, and thus the recommendations considered will be valid for both forms of interaction. The author’s recommendations considered in the article can be applied in the master-degree course of training for students specializing in 10.04.01 Information security (full-time education).
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