Jurnal Sistem Informasi
Vol. 22 No. 1 (2026): Vol. 22 No. 1 (2026): Jurnal Sistem Informasi (Journal of Information System)

Factor Analysis of Practical Cybersecurity Learning Through Gamified Visual Novel Platform

Alexander, Kevin (Unknown)
Syalim, Amril (Unknown)



Article Info

Publish Date
01 May 2026

Abstract

A method of applying game elements in non-game media is known as gamification. This method is often used for learning environments to enhance learners' motivation. Gamification can be applied to any range of game genres, such as visual novel, a narrative-focused game that needs the user to interact and engage. In this research, ARCS (Attention, Relevance, Confidence, Satisfaction) questionnaire was employed to identify key factors that affect learner motivation during practical learning activities in a course focusing on cyber security topics. The Exploratory Factor Analysis (EFA) was utilized to uncover the underlying structure that affects the students' motivation. Through factor analysis, three key factors that influence the students' motivation were found. The first factor involves the students' feelings while using the gamification platform. The second is related to the learning experience of the students. Lastly, the third pertains to how confident the students are in conducting the activities on the gamification platform.

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Journal Info

Abbrev

jsi

Publisher

Subject

Computer Science & IT

Description

Jurnal Sistem Informasi (Journal of Information System) aims to provide scientific literatures specifically on studies of applied research in information systems (IS)/information technology (IT) and public review of the development of theory, method and applied sciences related to the subject. The ...