Gamification in Cybersecurity Education and the Enhancement of Professional Skills. Insights from the Cyber Sapere Initiative in Italian Higher Education Institutions
Paolo Micozzi, Ministry of University and Research, Italy (Italy)
Fabiana Rocchi, Consorzio Cineca, Italy (Italy)
Serena Montefusco, HSPI S.p.A. (Italy)
Abstract
The rapid evolution of cyber threats and the increasing number of security incidents targeting academic environments have emphasized the need to strengthen cybersecurity education in higher education institutions (HEIs) [1]. Universities are not only responsible for preparing future cybersecurity professionals but also for ensuring that students, researchers, and administrative staff develop adequate awareness and skills to mitigate cyber risks. In this context, gamification is gaining attention as an innovative educational approach capable of improving learning effectiveness and supporting the development of a stronger cyber posture within academic institutions [2]. The need for cyber training has also been reaffirmed by recent European regulations on the topic such as Network and Information System Security. This paper explores the role of gamification in cybersecurity education and examines how game-based learning strategies can contribute to both student training and the upskilling and reskilling of institutional personnel [3]. Typical gamification elements, such as interactive learning, simulations of real cyber-attack scenarios, challenges, and reward systems, transform traditional learning processes into experiential activities where participants can actively apply theoretical knowledge and test different strategies in a safe and controlled sandbox environment [4]. Given the dynamic nature of cybersecurity threats, the relevance of this approach is particularly significant in the context of continuous professional development, where organizations need to invest in professional development and reskilling initiatives. Within this context, the study focuses on the Italian Ministry of University and Research initiative known as the Cyber Sapere program, which contributes to the implementation of the National Cybersecurity Strategy [5]. The program promotes the transfer of cybersecurity knowledge, specialized training courses, and expert consultancy to higher education institutions. Its objective is to strengthen institutional resilience by fostering a systemic approach to cybersecurity education that involves students, researchers, and academic staff. Drawing on the experience of the Ministry of University and Research, this paper proposes a replicable and measurable best-practice model that can support policymakers, academic communities, and industry stakeholders in strengthening cyber resilience, promoting a culture of secure innovation, and enhancing digital skills across the research ecosystem.
Keywords: Gamification, cybersecurity, education, upskilling, reskilling
REFERENCES
The Future of Education




























