Abstract
This qualitative study presents the case of the Cyber Operations Simulator (SIMOC) adopted by the Brazilian Army in staff training in cyber defense, under the perspective of the gamification. The occurrence of eleven elements of games and of other practices associated with the gamification of learning and instruction were investigated to determine whether the SIMOC case is an example of gamification. Evidence were collected from documents and through interviews made with the members of SIMOC work team and with students who participated in training sessions in which the simulator was used.
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Brustolin, F. J., & Brandão, J. E. M. de S. (2017). Análise de Gamificação no Simulador de Operações Cibernéticas (SIMOC). RISTI - Revista Iberica de Sistemas e Tecnologias de Informacao, (23), 103–118. https://doi.org/10.17013/risti.23.103-118
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