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  <front>
    <journal-meta />
    <article-meta>
      <title-group>
        <article-title>Immersive and Game-based Learning Experiences in Cybersecurity</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Nicholas De Marco</string-name>
          <email>n.demarco4@studenti.unisa.it</email>
          <xref ref-type="aff" rid="aff1">1</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Antonio Pisu</string-name>
          <email>a.pisu@studenti.unisa.it</email>
          <xref ref-type="aff" rid="aff1">1</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Teresa Onorati</string-name>
          <email>tonorati@inf.uc3m.es</email>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Paloma Díaz</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Ignacio Aedo</string-name>
          <email>aedo@ia.uc3m.es</email>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Paola Barra</string-name>
          <email>paola.barra@uniparthenope.it</email>
          <xref ref-type="aff" rid="aff2">2</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Genovefa Tortora</string-name>
          <email>tortora@unisa.it</email>
          <xref ref-type="aff" rid="aff1">1</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>Department of Computer Science, Universidad Carlos III de Madrid</institution>
          ,
          <addr-line>Leganés, Madrid</addr-line>
          ,
          <country country="ES">Spain</country>
        </aff>
        <aff id="aff1">
          <label>1</label>
          <institution>Department of Computer Science, Universita Degli Studi di Salerno</institution>
          ,
          <addr-line>Fisciano</addr-line>
          ,
          <country country="IT">Italy</country>
        </aff>
        <aff id="aff2">
          <label>2</label>
          <institution>Department of Science and Technology, University Parthenope of Naples</institution>
        </aff>
      </contrib-group>
      <pub-date>
        <year>2025</year>
      </pub-date>
      <abstract>
        <p>Education in STEM disciplines, such as cybersecurity, presents several challenges due to the applied and evolving nature of these domains. Traditional methods are primarily focused on a passive approach, emphasizing theoretical knowledge and ofering limited opportunities for active engagement. Consequently, students may struggle to apply the knowledge they gain to solve specific problems. In contrast, immersive learning enables active involvement with content, promoting situated and embodied learning as well as the transfer of knowledge to the real world. For cybersecurity, in particular, immersive experiences give the possibility to simulate real-world scenarios, such as network attacks, system vulnerabilities, and defensive strategies, in a safe and controlled environment. Game-based learning has also shown great potential by increasing students' focus and motivation on learning. In this paper, we propose two immersive learning experiences that introduce fundamental concepts of cybersecurity. The first one aims to ofer an application for analyzing network trafic to overcome the limitations of current monitoring systems. Both experts and non-experts can interact with several immersive visualizations to, for example, check the health status of an IP address. The second one is an immersive learning game designed to introduce and practice several cybersecurity concepts. Players engage in a sequence of challenges, including decrypting messages, configuring firewalls, and recovering corrupted data.</p>
      </abstract>
      <kwd-group>
        <kwd>eol&gt;Immersive Learning</kwd>
        <kwd>Virtual Reality</kwd>
        <kwd>Education</kwd>
        <kwd>Cybersecurity</kwd>
      </kwd-group>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>1. Introduction</title>
      <p>
        Cybersecurity is a multidisciplinary field that requires knowledge from a wide range of domains and
has to deal with an ever-evolving threat landscape. Teaching technical disciplines, such as cybersecurity,
involves the application of innovative pedagogical approaches that support active, experiential, and
problem-solving learning. Traditional methods often rely on passive content delivery and abstract
representations, struggling to promote practical understanding and adequate learning experiences that
guide students toward an increased awareness of cybersecurity threats and a greater interest in the
ifeld [
        <xref ref-type="bibr" rid="ref1">1</xref>
        ].
      </p>
      <p>
        In recent years, the advent of new technologies has significantly reshaped learning methods,
promoting more interactive, focused, and engaging approaches [
        <xref ref-type="bibr" rid="ref2 ref3">2, 3</xref>
        ]. Immersive technologies, such as virtual
and augmented reality, enable experiential learning by allowing users to interact actively with complex
concepts in realistic environments [
        <xref ref-type="bibr" rid="ref4">4</xref>
        ], which makes them particularly suitable to learn about complex
and applied STEM concepts and to improve the transfer of knowledge to real-world situations [
        <xref ref-type="bibr" rid="ref5">5</xref>
        ].
Prior work has also shown that such experiences can enhance spatial awareness, facilitate collaborative
analysis, and promote data exploration, while reducing cognitive load compared to traditional 2D
interfaces [
        <xref ref-type="bibr" rid="ref6">6</xref>
        ]. Young learners also tend to prefer interacting with immersive experiences over 2D
replicas, and they also spend more time exploring the immersive information space [
        <xref ref-type="bibr" rid="ref7">7</xref>
        ]. Virtual reality
environments ofer users a higher level of immersion, leading to increased concentration and enhanced
mental processing capacity [
        <xref ref-type="bibr" rid="ref8">8</xref>
        ]. Game-based learning is another successful approach used in many
STEM areas, including cyber-security [
        <xref ref-type="bibr" rid="ref1">1</xref>
        ], due to its ability to engage learners in flow experiences [
        <xref ref-type="bibr" rid="ref9">9</xref>
        ].
      </p>
      <p>In this paper, we benefit from the learning afordances of immersive technologies and game-based
learning to design two experiences that support both experts and non-experts in learning the
fundamentals of cybersecurity. The first experience is an immersive environment with diferent visualizations
of network trafic data. Interacting with the visualizations, users can learn about the health status
of the IP addresses in the network and analyze other aspects of the connections. Compared to the
security monitoring systems currently in use, this immersive experience enables users to focus on data
exploration, thereby gaining a deeper understanding of how network trafic analysis works. The second
application is a game designed to introduce fundamental cybersecurity concepts, such as cryptography,
ifrewalls, backup, and recovery. The player experiences three diferent scenarios with mini-games
to solve. Along the journey, she can access advanced information in the form of knowledge pills,
which explain the theory behind the game logic, and a digital library where she can request additional
explanations from a generative AI engine.</p>
    </sec>
    <sec id="sec-2">
      <title>2. Related works</title>
      <p>
        From the very first attempt to build virtual environments in the 1990s, it was clear that there was a
valuable application of this technology in education, with a shift towards more active participation,
where students do not stand in front of a monitor, but wear the device and interact with an immersive
interface through multimodal stimuli [
        <xref ref-type="bibr" rid="ref10">10</xref>
        ]. Immersive Learning refers to creating engaging experiences
through artificial environments perceived as non-mediated to facilitate learning through a sense of
presence and immersion to give students the feeling of being physically present in the virtual space
and immersed in the interaction with the digital objects around them [
        <xref ref-type="bibr" rid="ref10 ref11 ref12 ref5">11, 10, 12, 5</xref>
        ]. A strong sense of
presence and immersion is crucial for influencing how students learn from the elements in the scene.
      </p>
      <p>
        The application of an immersive approach to building learning experiences can be associated with
various pedagogical strategies, including active, experiential, and game-based, where the primary focus
is on learning to solve complex problems through a "learning by doing" paradigm [
        <xref ref-type="bibr" rid="ref13">13</xref>
        ]. This approach
can impact the interest and curiosity of students, improving their motivation and leading to better
academic performance and results [
        <xref ref-type="bibr" rid="ref13 ref14">14, 13</xref>
        ]. Immersive technologies can be beneficial for building
representations and simulations that facilitate a deeper understanding of complex concepts. This leads
to a shift from processing definitions and symbols in traditional educational methods to interacting
with visual models and images [
        <xref ref-type="bibr" rid="ref10 ref5">10, 5</xref>
        ]. In this way, students can easily apply the knowledge they have
gained to real-life situations. For example, to learn how to change a component of a car engine, it would
be more efective to interact with a virtual model of a car rather than relying on physical elements or
multimedia descriptions [
        <xref ref-type="bibr" rid="ref15">15</xref>
        ]. Immersive learning experiences are also safer and more sustainable than
real-world ones, since learners can repeat actions as many times as needed without facing any risk or
consuming or damaging physical materials.
      </p>
      <p>
        Immersive learning experiences are often combined with game-based learning to leverage the intrinsic
motivation features of video games. Digital educational games, frequently referred to as serious games,
engage learners in gaming experiences with a learning purpose [16]. Their success strongly relies on
the intrinsically motivational features of video games, including the intense involvement of learners and
their exposure to continuous challenges that require the application of skills, all of which contribute to
creating flow experiences [
        <xref ref-type="bibr" rid="ref9">9</xref>
        ].
      </p>
      <p>Immersive experiences can provide significant educational benefits, particularly in STEM (Science,
Technology, Engineering and Mathematics) disciplines, such as cybersecurity, where it is crucial not
only to have an understanding of the main concepts and topics but also to know how to apply them to
real-world cases. One of the characteristics of the cybersecurity field is the complex and ever-evolving
nature of cyberattacks, which require robust and efective strategies. Immersive applications can help
(a) Interacting with a connection
(b) IP trafic heatmap
(c) Histogram of IP trafic
support the learning of these strategies and their applications [17]. Virtual environments can provide
a safe and controlled space to simulate real-world hazards and attacks, and analyze the efectiveness
of various strategies [18]. In this way, students can acquire knowledge and skills to handle similar
situations in reality. Moreover, these experiences are designed to be interactive and engaging, enhancing
students’ motivation and, consequently, their interest in the disciplines [17].</p>
    </sec>
    <sec id="sec-3">
      <title>3. Two Immersive Learning Experiences in Cybersecurity</title>
      <p>In this paper, we describe two immersive experiences designed to support users while learning and
practicing cybersecurity concepts. Both use a virtual reality environment, but each ofers a diferent
experience. The first one is an immersive visualization space for analyzing network trafic datasets.
The second one is a game designed to introduce fundamental concepts, such as cryptography, firewalls,
backup, and recovery.</p>
      <sec id="sec-3-1">
        <title>3.1. Immersive Visualizations for Network Trafic Analysis</title>
        <p>
          The security of the network trafic is a key issue for many businesses and companies [ 19]. Actual
network security monitoring systems ofer several key operations, such as intrusion detection, real-time
alerts, and policy enforcement, to detect threats early and respond promptly [20, 21]. Often, these
systems can be challenging to interact with, failing to provide a clear understanding of what is happening
in the network [
          <xref ref-type="bibr" rid="ref6">6</xref>
          ].
        </p>
        <p>The first immersive experience we propose enables both students and system analysts to monitor
network trafic through various visualizations. By interacting with them, users can, for example,
determine whether an IP address is in a healthy state or is experiencing issues due to excessive incoming
trafic. In this way, they can learn from exploring the dataset in a space that encourages information
retention and pattern recognition.</p>
        <p>The system has been designed to analyze network trafic in real-time; however, for testing purposes,
we have used a dataset containing real network trafic data. The design of the immersive experience is
based on a modular structure in five steps:
1. Data Collection: The system has been designed to analyze network trafic in real-time; however,
to test the prototype under realistic but controlled conditions, we utilized the CIC UNSW-NB15
Augmented Dataset [22], which contains trafic generated in a simulated enterprise-like network
environment. The dataset includes both realistic normal behavior and various types of synthetic
cyberattacks collected over a two-day period. It provides 47 features per connection and consists
of eight types of attacks: Fuzzer, Analysis, Backdoor, Exploit, Generic, Reconnaissance, Shellcode,
and Worm.
2. Data Preparation: To make the dataset compatible with the system, it was necessary to identify
and extract only the features required for the visualizations, specifically to define the nodes,
(a) Ceaser Chipher
(b) Configuration Firewall
(c) Backup and Recovery</p>
        <p>establish the links based on data exchanges, and display meaningful statistics for each connection.
3. Immersive Network Graph: The main visualization created in the VR environment is the
network graph, where each node represents an IP address in the network, with diferent colors
indicating its health status: green for regular trafic, orange for potentially anomalous behavior
(used to anticipate possible DoS attacks [23]), and red for nodes identified as malicious. The
links between nodes represent the information exchanged between two IP addresses at a given
instant in time. As shown in Figure 1a, the VR environment displays the 3D network graph
with color-coded nodes and visible connections. The user can activate a timeline on her left
arm to display the evolution of the network trafic over time, observing how the colors and
the connections change. The user can also interact with the network by grabbing and moving
nodes, as well as by clicking on a link to display information related to the specific connection
(Figure 1a).
4. Query Menu: Users can access a menu to select one of three predefined queries, each designed to
provide targeted insights into network activity. The first query displays a histogram representing
the total amount of data generated by each source IP address, helping analysts quickly identify
the most active nodes. The active nodes may indicate legitimate high-trafic sources or potentially
compromised systems involved in data exfiltration or denial-of-service attacks. The second query
utilizes an interactive bubble graph to display the distribution of protocols (e.g., TCP, UDP, ICMP)
employed for the connections. The bubble size indicates usage frequency, and it can help detect
abnormal protocol usage, such as unexpected encrypted trafic or unusual reliance on uncommon
protocols. The third query generates a heatmap that visualizes the trafic intensity between
source and destination IP pairs using a color gradient: blue indicates no or very low trafic,
cyan indicates low trafic, green represents medium trafic, yellow shows high trafic, and red
signals very high trafic. This visualization facilitates the detection of communication bottlenecks,
suspicious peer-to-peer patterns, or lateral movement within the network. Each query activates
the tailored 3D visualization in the VR environment when selected, as shown in Figure 1b and
Figure 1c.
5. System Tutorial: The users accessing the system for the first time can explore a tutorial to
familiarize themselves with the diferent options ofered by the system, including the visualizations
and the controllers to interact with them.</p>
      </sec>
      <sec id="sec-3-2">
        <title>3.2. An Immersive Cybersecurity Learning Game</title>
        <p>The second immersive experience we propose is CyberSecVR, a learning game to support students
and non-experts in exploring fundamental concepts in cybersecurity. CyberSecVR is structured as a
sequential journey through three virtual environments, each representing a key topic in cybersecurity.
The aesthetic of the scenes incorporates several cyberpunk-inspired elements, including neon-lit scenes,
stylized terminals, and digital overlays, to enhance user immersion in the game’s dynamics.</p>
        <p>The first scene, where the game begins, is an outdoor courtyard in front of a futuristic laboratory
with various environments designed to simulate increasingly complex cybersecurity scenarios. In the
same courtyard, a digital library is also available, where players can find more information about the
concepts encountered during the game. The game is organized into three environments:
1. Cryptography: This is the first level of the game, and it is set in a closed courtyard outside
a high-tech laboratory building. The player has to decrypt a short sentence encoded with a
Caesar cipher [24] to unlock the doors and enter the laboratory. As shown in Figure 2a, a stylized
terminal displays the encrypted phrase, while a holographic interface allows the user to type the
decoded version using a virtual keyboard. After a few seconds of inactivity, the system displays a
clue as a visual representation of the alphabet to the player. This level introduces the concept of
symmetric encryption and logical pattern recognition through simple interaction. The correct
answer triggers visual and audio feedback, giving interesting information about the Caesar cipher
and granting access to the laboratory.
2. Firewall Defense: The second level takes place inside a high-security network control room
in the laboratory. The player is tasked with configuring a firewall system to defend against an
ongoing DoS attack [23]. Using gesture-based and controller inputs, the player observes streams
of incoming packets rendered as colored orbs flying toward a server terminal. Each packet
includes visual cues such as IP address labels, protocol icons, and, most importantly, color coding:
green orbs indicate legitimate packets, and red ones indicate malicious ones. The player can
manually shoot unwanted packets using a handheld device or, as shown in Figure 2b, configure
an autonomous turret based on a whitelist and blacklist mechanism: the whitelist contains benign
IP addresses, and the blacklist contains malicious ones. This dual mechanic introduces players to
both manual and rule-based filtering, mirroring real-world intrusion prevention techniques.
3. Backup and Recovery: The third level places the player in a simulated server room. The
space is filled with large holographic drives and blinking storage bays, evoking the interior of a
futuristic data center. Players must solve a series of mini-puzzles, similar to those shown in Figure
2c, to restore corrupted data from backups. This includes visual sorting tasks and interactive
diagrams that illustrate the diferences between full, incremental, and diferential backups. A
damaged virtual disk must be repaired by dragging and placing encryption pieces and selecting
the correct recovery paths. Feedback is provided through visual light signals and narrator cues,
helping players understand not only what backup strategies exist but also when and why each is
appropriate.</p>
        <p>In another building, adjacent to the laboratory, a library is located that hosts a virtual assistant
terminal, accessible after completing the game’s three levels. This assistant appears as a floating
holographic AI situated in a quiet digital room filled with virtual books and glowing panels. Players
can grab a virtual microphone and start speaking directly to the assistant to ask questions or clarify
concepts encountered during the game. The assistant utilizes various generative AI models to provide
dynamic and context-aware responses, speech-to-text transcription, and in-game narration.</p>
      </sec>
    </sec>
    <sec id="sec-4">
      <title>4. Conclusions and future works</title>
      <p>The proposed immersive experiences have significant potential for ofering an innovative approach to
learning cybersecurity fundamentals from both theoretical and practical perspectives. They have been
designed to leverage immersive learning, supporting both expert and non-expert users as they explore
topics such as network trafic analysis, firewalls, and data recovery. The results are more engaging and
practical experiences that can increase users’ motivation and interest in the cybersecurity domain. Both
experiences can be employed to train users with the simulation of real-world scenarios and encourage
long-term knowledge retention.</p>
      <p>The experiences are currently being evaluated to assess their eficacy as learning tools, particularly
in terms of learners’ engagement and transfer of the acquired knowledge to the real world.</p>
    </sec>
    <sec id="sec-5">
      <title>Acknowledgments</title>
      <p>This work has been supported by the Madrid Government (Comunidad de Madrid-Spain) under the
Multiannual Agreement with UC3M (IRIS-CM-UC3M) and the Institute of Women (Ministry of Health,
Social Services and Equality) under the InfoIA project (2024/00647/001).</p>
    </sec>
    <sec id="sec-6">
      <title>Declaration on Generative AI</title>
      <p>During the preparation of this work, the authors used Grammarly in order to: Grammar and spelling
check, Paraphrase and reword. After using this tool, the authors reviewed and edited the content as
needed and take full responsibility for the publication’s content.
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