Implementation of a Gamified Web Module for Cybersecurity Training Aimed at Users of the Punto Digital Mega La Concordia
Synopsis
The main objective of this research is to implement a gamified web module for cybersecurity training aimed at users of Punto Digital Mega La Concordia. This study arises from the need to strengthen digital competencies in a context where the use of information technologies has significantly increased, but is not always accompanied by adequate knowledge of computer security. The identified problem lies in the users’ low level of cybersecurity knowledge, which makes them vulnerable to various digital threats such as phishing, malware, identity theft, and unauthorized access to information. In this sense, the use of gamification is proposed as an innovative strategy that enhances learning by incorporating game elements such as points, levels, rewards, and immediate feedback. The research methodology adopts a mixed-methods approach, combining quantitative and qualitative methods. Surveys and observation forms were applied to the users of Punto Digital in order to diagnose their knowledge level and analyze their habits in the use of digital technologies. The results obtained show a significant need for cybersecurity training, as well as a high acceptance of interactive digital platforms for learning. Based on these findings, a gamified web module was designed, including educational content, interactive activities, and assessment mechanisms. It is concluded that the implementation of this module contributes to strengthening cybersecurity competencies, improving user motivation and learning. Likewise, the implementation of this type of tool is recommended in other educational and community contexts as an effective strategy for digital training.

