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The Flow State Advantage of Game-Based Cybersecurity Training

Learn how video games harness the psychology of the flow state to improve retention and practical application of cybersecurity training. 

Effective Game Based Training Programs

Effective game-based incorporate intrinsic motivation, learning engineering techniques (e.g., interleaving), and intuitive maps or mental models aligned with users' cognitive processes to engage learners in a flow state - where, according to McKinsey & Company, you're 500% more likely to be productive. 

Flow State in Cybersecurity Training

A a psychological state where learners are fully immersed and engaged in the learning process. This immersive, focused mindset enhances learning, critical for engagement in serious games. It's an intrinsically rewarding, fully engaged experience that makes complex, technical trainings easier and more engaging.

Components of an Effective Game-Based Training Program

Game-based training uses intrinsic motivation to leverage our natural curiosity and desire for mastery to foster a flow state that enhances knowledge retention. Game-based training immerses individuals in a state of flow by providing: 

    1. Engagement through Challenge: Games provide tasks matched to one's skill level, creating a balance between challenge and ability, a key factor in inducing flow.

    2. Immediate Feedback: Games offer instant feedback on actions, maintaining focus and involvement, a crucial element for sustaining flow.

    3. Clear Goals and Progression: Defined objectives and clear progress markers within games help users maintain a sense of direction and accomplishment, enhancing the flow experience. 

    4. Intrinsic Motivation: Game-based training often taps into intrinsic motivation, leveraging the natural desire to overcome challenges and achieve mastery, which significantly contributes to the flow state.

    5. Tailored Learning Experiences: Adaptability in game-based training adjusts the challenge level according to the user's performance, ensuring a continuous but manageable level of challenge conducive to maintaining flow.

These elements collectively foster a sense of deep engagement and absorption, allowing individuals to enter and sustain the flow state during game-based training. 

Game-Based vs. Gamification

Gamification training is the process of sticking game-related elements (like a scoreboard) onto a non-game elements in hopes of making trainings more engaging. Gamification often oversimplifies learning concepts and doesn't lead to deep learning and retention.  

Game-based training, on the other hand, immerses learners in actual games that teach which has proven to drive engagement and skill development. This differs from superficial gamification, which doesn't change core teaching methods.

Example: Duolingo's Game-Based Approach

Although Haiku's game-based approach to is unique to cybersecurity training, there are many examples across various industries that  highlight the effectiveness of game-based learning.

For example, Duolingo's approach to language learning is based on the idea of step-by-step, guided learnings that help users build their skills overtime. The app communicates real-time progress updates on its incremental levels to motivate users to stay committed to their goals (and continue using the app). 

Cybersecurity is great industry for game-based training due to the approach's ability to make technical, complex concepts easier and quicker to learn. 

Haiku's Game-Based Cybersecurity Training

Well-designed games like Haiku keep users in a flow state while teaching real job skills, documenting progress, and developing muscle memory. Haiku is used by educational institutions from K12-Higher Ed, Fortune 500 Companies, and the US government to revolutionize how cybersecurity is taught. No more boring videos or cyber ranges, Haiku combines knowledge-based training with hands-on training in the same platform while using learning engineering techniques to improve learning by 500%.

Learn more about Haiku for individual learners, businesses, and educators. 


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