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The Impact of Gamification on Cybersecurity Learning: Multi-Study Analysis
Communications of the Association for Information Systems (2025)

The Impact of Gamification on Cybersecurity Learning: Multi-Study Analysis

J.B. (Joo Baek) Kim, Chen Zhong, Hong Liu
This paper systematically assesses the impact of gamification on cybersecurity education through a four-semester, multi-study approach. The research compares learning outcomes between gamified and traditional labs, analyzes student perceptions and motivations using quantitative methods, and explores learning experiences through qualitative interviews. The goal is to provide practical strategies for integrating gamification into cybersecurity courses.

Problem There is a critical and expanding cybersecurity workforce gap, emphasizing the need for more effective, practical, and engaging training methods. Traditional educational approaches often struggle to motivate students and provide the necessary hands-on, problem-solving skills required for the complex and dynamic field of cybersecurity.

Outcome - Gamified cybersecurity labs led to significantly better student learning outcomes compared to traditional, non-gamified labs.
- Well-designed game elements, such as appropriate challenges and competitiveness, positively influence student motivation. Intrinsic motivation (driven by challenge) was found to enhance learning outcomes, while extrinsic motivation (driven by competition) increased career interest.
- Students found gamified labs more engaging due to features like instant feedback, leaderboards, clear step-by-step instructions, and story-driven scenarios that connect learning to real-world applications.
- Gamification helps bridge the gap between theoretical knowledge and practical skills, fostering deeper learning, critical thinking, and a greater interest in pursuing cybersecurity careers.
Gamification, Cybersecurity Learning, Student Motivation, Learning Outcomes, Mixed-method Design, PLS-SEM
Procuring Accessible Third-Party Web-Based Software Applications for Inclusivity: A Socio-technical Approach
Communications of the Association for Information Systems (2025)

Procuring Accessible Third-Party Web-Based Software Applications for Inclusivity: A Socio-technical Approach

Niamh Daly, Ciara Heavin, James Northridge
This study investigates how universities can improve their decision-making processes when procuring third-party web-based software to enhance accessibility for students and staff. Using a socio-technical systems framework, the research conducts a case study at a single university, employing qualitative interviews with procurement experts and users to evaluate current practices.

Problem The procurement process for web-based software in higher education often fails to adequately consider web accessibility standards. This oversight creates barriers for an increasingly diverse student population, including those with disabilities, and represents a failure to integrate equality, diversity, and inclusion into critical technology-related decisions.

Outcome - Procurement processes often lack standardized, early-stage accessibility testing, with some evaluations occurring after the software has already been acquired.
- A significant misalignment exists between the accessibility testing practices of software vendors and the actual needs of the higher education institution.
- Individuals with disabilities are not typically involved in the initial evaluation phase, though their feedback might be sought after implementation, leading to reactive rather than proactive solutions.
- Accessible software directly improves student engagement and fosters a more inclusive campus environment, benefiting the entire university community.
- The research proposes using the SEIPS 2.0 model as a structured framework to map the procurement work system, improve accessibility evaluation, and better integrate diverse expertise into the decision-making process.
Web Accessibility (WA), Procurement, Web-Based Software, Socio-Technical Systems, Higher Education Institutions (HEIs)
Unveiling Enablers to the Use of Generative AI Artefacts in Rural Educational Settings: A Socio-Technical Perspective
Communications of the Association for Information Systems (2025)

Unveiling Enablers to the Use of Generative AI Artefacts in Rural Educational Settings: A Socio-Technical Perspective

Pramod K. Patnaik, Kunal Rao, Gaurav Dixit
This study investigates the factors that enable the use of Generative AI (GenAI) tools in rural educational settings within developing countries. Using a mixed-method approach that combines in-depth interviews and the Grey DEMATEL decision-making method, the research identifies and analyzes these enablers through a socio-technical lens to understand their causal relationships.

Problem Marginalized rural communities in developing countries face significant challenges in education, including a persistent digital divide that limits access to modern learning tools. This research addresses the gap in understanding how Generative AI can be practically leveraged to overcome these education-related challenges and improve learning quality in under-resourced regions.

Outcome - The study identified fifteen key enablers for using Generative AI in rural education, grouped into social and technical categories.
- 'Policy initiatives at the government level' was found to be the most critical enabler, directly influencing other key factors like GenAI training for teachers and students, community awareness, and school leadership commitment.
- Six novel enablers were uncovered through interviews, including affordable internet data, affordable telecommunication networks, and the provision of subsidized devices for lower-income groups.
- An empirical framework was developed to illustrate the causal relationships among the enablers, helping stakeholders prioritize interventions for effective GenAI adoption.
Generative AI, Rural, Education, Digital Divide, Interviews, Socio-technical Theory
Exploring the Agentic Metaverse's Potential for Transforming Cybersecurity Workforce Development
MIS Quarterly Executive (2025)

Exploring the Agentic Metaverse's Potential for Transforming Cybersecurity Workforce Development

Ersin Dincelli, Haadi Jafarian
This study explores how an 'agentic metaverse'—an immersive virtual world powered by intelligent AI agents—can be used for cybersecurity training. The researchers presented an AI-driven metaverse prototype to 53 cybersecurity professionals to gather qualitative feedback on its potential for transforming workforce development.

Problem Traditional cybersecurity training methods, such as classroom instruction and static online courses, are struggling to keep up with the fast-evolving threat landscape and high demand for skilled professionals. These conventional approaches often lack the realism and adaptivity needed to prepare individuals for the complex, high-pressure situations they face in the real world, contributing to a persistent skills gap.

Outcome - The concept of an AI-driven agentic metaverse for training was met with strong enthusiasm, with 92% of professionals believing it would be effective for professional training.
- Key challenges to implementing this technology include significant infrastructure demands, the complexity of designing realistic AI-driven scenarios, ensuring security and privacy, and managing user adoption.
- The study identified five core challenges: infrastructure, multi-agent scenario design, security/privacy, governance of social dynamics, and change management.
- Six practical recommendations are provided for organizations to guide implementation, focusing on building a scalable infrastructure, developing realistic training scenarios, and embedding security, privacy, and safety by design.
Agentic Metaverse, Cybersecurity Training, Workforce Development, AI Agents, Immersive Learning, Virtual Reality, Training Simulation
To VR or not to VR? A Taxonomy for Assessing the Suitability of VR in Higher Education
International Conference on Wirtschaftsinformatik (2025)

To VR or not to VR? A Taxonomy for Assessing the Suitability of VR in Higher Education

Nadine Bisswang, Georg Herzwurm, Sebastian Richter
This study proposes a taxonomy to help educators in higher education systematically assess whether virtual reality (VR) is suitable for specific learning content. The taxonomy is grounded in established theoretical frameworks and was developed through a multi-stage process involving literature reviews and expert interviews. Its utility is demonstrated through an illustrative scenario where an educator uses the framework to evaluate a specific course module.

Problem Despite the increasing enthusiasm for using virtual reality (VR) in education, its suitability for specific topics remains unclear. University lecturers, particularly those without prior VR experience, lack a structured approach to decide when and why VR would be an effective teaching tool. This gap leads to uncertainty about its educational benefits and hinders its effective adoption.

Outcome - Developed a taxonomy that structures the reasons for and against using VR in higher education across five dimensions: learning objective, learning activities, learning assessment, social influence, and hedonic motivation.
- The taxonomy provides a balanced overview by organizing 24 distinct characteristics into factors that favor VR use ('+') and factors that argue against it ('-').
- This framework serves as a practical decision-support tool for lecturers to make an informed initial assessment of VR's suitability for their specific learning content without needing prior technical experience.
- The study demonstrates the taxonomy's utility through an application to a 'warehouse logistics management' learning scenario, showing how it can guide educators' decisions.
Virtual Reality Suitability, Learning Content, Taxonomy, Higher Education, Educational Technology, Decision Support Framework
Generative AI Usage of University Students: Navigating Between Education and Business
International Conference on Wirtschaftsinformatik (2025)

Generative AI Usage of University Students: Navigating Between Education and Business

Fabian Walke, Veronika Föller
This study investigates how university students who also work professionally use Generative AI (GenAI) in both their academic and business lives. Using a grounded theory approach, the researchers interviewed eleven part-time students from a distance learning university to understand the characteristics, drivers, and challenges of their GenAI usage.

Problem While much research has explored GenAI in education or in business separately, there is a significant gap in understanding its use at the intersection of these two domains. Specifically, the unique experiences of part-time students who balance professional careers with their studies have been largely overlooked.

Outcome - GenAI significantly enhances productivity and learning for students balancing work and education, helping with tasks like writing support, idea generation, and summarizing content.
- Students express concerns about the ethical implications, reliability of AI-generated content, and the risk of academic misconduct or being falsely accused of plagiarism.
- A key practical consequence is that GenAI tools like ChatGPT are replacing traditional search engines for many information-seeking tasks due to their speed and directness.
- The study highlights a strong need for universities to provide clear guidelines, regulations, and formal training on using GenAI effectively and ethically.
- User experience is a critical factor; a positive, seamless interaction with a GenAI tool promotes continuous usage, while a poor experience diminishes willingness to use it.
Artificial Intelligence, ChatGPT, Enterprise, Part-time students, Generative AI, Higher Education
Fostering Active Student Engagement in Flipped Classroom Teaching with Social Normative Feedback Research Paper
International Conference on Wirtschaftsinformatik (2025)

Fostering Active Student Engagement in Flipped Classroom Teaching with Social Normative Feedback Research Paper

Maximilian May, Konstantin Hopf, Felix Haag, Thorsten Staake, and Felix Wortmann
This study examines the effectiveness of social normative feedback in improving student engagement within a flipped classroom setting. Through a randomized controlled trial with 140 undergraduate students, researchers provided one group with emails comparing their assignment progress to their peers, while a control group received no such feedback during the main study period.

Problem The flipped classroom model requires students to be self-regulated, but many struggle with procrastination, leading to late submissions of graded assignments and underuse of voluntary learning materials. This behavior negatively affects academic performance, creating a need for scalable digital interventions that can encourage more timely and active student participation.

Outcome - The social normative feedback intervention significantly reduced late submissions of graded assignments by 8.4 percentage points (an 18.5% decrease) compared to the control group.
- Submitting assignments earlier was strongly correlated with higher correctness rates and better academic performance.
- The feedback intervention helped mitigate the decline in assignment quality that was observed in later course modules for the control group.
- The intervention did not have a significant effect on students' engagement with optional, voluntary assignments during the semester.
Flipped Classroom, Social Normative Feedback, Self Regulated Learning, Digital Interventions, Student Engagement, Higher Education
How to Design a Better Cybersecurity Readiness Program
MIS Quarterly Executive (2024)

How to Design a Better Cybersecurity Readiness Program

Kaveh Abhari, Morteza Safaei Pour, Hossein Shirazi
This study explores the common pitfalls of four types of cybersecurity training by interviewing employees at large accounting firms. It identifies four unintended negative consequences of mistraining and overtraining and, in response, proposes the LEAN model, a new framework for designing more effective cybersecurity readiness programs.

Problem Organizations invest heavily in cybersecurity readiness programs, but these initiatives often fail due to poor design, leading to mistraining and overtraining. This not only makes the training ineffective but can also create adverse effects like employee anxiety and fatigue, paradoxically amplifying an organization's cyber vulnerabilities instead of reducing them.

Outcome - Conventional cybersecurity training often leads to four adverse effects on employees: threat anxiety, security fatigue, risk passivity, and cyber hesitancy.
- These individual effects cause significant organizational problems, including erosion of individual performance, fragmentation of team dynamics, disruption of client experiences, and stagnation of the security culture.
- The study proposes the LEAN model to counteract these issues, based on four strategies: Localize, Empower, Activate, and Normalize.
- The LEAN model recommends tailoring training to specific roles (Localize), fostering ownership and authority (Empower), promoting coordinated action through collaborative exercises (Activate), and embedding security into daily operations to build a proactive culture (Normalize).
cybersecurity training, cybersecurity readiness, mistraining, security culture, employee behavior, LEAN model
How Siemens Empowered Workforce Re- and Upskilling Through Digital Learning
MIS Quarterly Executive (2025)

How Siemens Empowered Workforce Re- and Upskilling Through Digital Learning

Leonie Rebecca Freise, Eva Ritz, Ulrich Bretschneider, Roman Rietsche, Gunter Beitinger, and Jan Marco Leimeister
This case study examines how Siemens successfully implemented a human-centric, bottom-up approach to employee reskilling and upskilling through digital learning. The paper presents a four-phase model for leveraging information systems to address skill gaps and provides five key recommendations for organizations to foster lifelong learning in dynamic manufacturing environments.

Problem The rapid digital transformation in manufacturing is creating a significant skills gap, with a high percentage of companies reporting shortages. Traditional training methods are often not scalable or adaptable enough to meet these evolving demands, presenting a major challenge for organizations trying to build a future-ready workforce.

Outcome - The study introduces a four-phase model for developing human-centric digital learning: 1) Recognizing employee needs, 2) Identifying key employee traits (like self-regulation and attitude), 3) Developing tailored strategies, and 4) Aligning strategies with organizational goals.
- Key employee needs for successful digital learning include task-oriented courses, peer exchange, on-the-job training, regular feedback, personalized learning paths, and micro-learning formats ('learning nuggets').
- The paper proposes four distinct learning strategies based on employees' attitude and self-regulated learning skills, ranging from community mentoring for those low in both, to personalized courses for those high in both.
- Five practical recommendations for companies are provided: 1) Foster a lifelong learning culture, 2) Tailor digital learning programs, 3) Create dedicated spaces for collaboration, 4) Incorporate flexible training formats, and 5) Use analytics to provide feedback.
digital learning, upskilling, reskilling, workforce development, human-centric, manufacturing, case study
Establishing a Low-Code/No-Code-Enabled Citizen Development Strategy
MIS Quarterly Executive (2024)

Establishing a Low-Code/No-Code-Enabled Citizen Development Strategy

Björn Binzer, Edona Elshan, Daniel Fürstenau, Till J. Winkler
This study analyzes the low-code/no-code adoption journeys of 24 different companies to understand the challenges and best practices of citizen development. Drawing on these insights, the paper proposes a seven-step strategic framework designed to guide organizations in effectively implementing and managing these powerful tools. The framework helps structure critical design choices to empower employees with little or no IT background to create digital solutions.

Problem There is a significant gap between the high demand for digital solutions and the limited availability of professional software developers, which constrains business innovation and problem-solving. While low-code/no-code platforms enable non-technical employees (citizen developers) to build applications, organizations often lack a coherent strategy for their adoption. This leads to inefficiencies, security risks, compliance issues, and wasted investments.

Outcome - The study introduces a seven-step framework for creating a citizen development strategy: Coordinate Architecture, Launch a Development Hub, Establish Rules, Form the Workforce, Orchestrate Liaison Actions, Track Successes, and Iterate the Strategy.
- Successful implementation requires a balance between centralized governance and individual developer autonomy, using 'guardrails' rather than rigid restrictions.
- Key activities for scaling the strategy include the '5E Cycle': Evangelize, Enable, Educate, Encourage, and Embed citizen development within the organization's culture.
- Recommendations include automating governance tasks, promoting business-led development initiatives, and encouraging the use of these tools by IT professionals to foster a collaborative relationship between business and IT units.
Citizen Development, Low-Code, No-Code, Digital Transformation, IT Strategy, Governance Framework, Upskilling
Design Knowledge for Virtual Learning Companions from a Value-centered Perspective
Communications of the Association for Information Systems (2024)

Design Knowledge for Virtual Learning Companions from a Value-centered Perspective

Ricarda Schlimbach, Bijan Khosrawi-Rad, Tim C. Lange, Timo Strohmann, Susanne Robra-Bissantz
This study develops design principles for Virtual Learning Companions (VLCs), which are AI-powered chatbots designed to help students with motivation and time management. Using a design science research approach, the authors conducted interviews, workshops, and built and tested several prototypes with students. The research aims to create a framework for designing VLCs that not only provide functional support but also build a supportive, companion-like relationship with the learner.

Problem Working students in higher education often struggle to balance their studies with their jobs, leading to challenges with motivation and time management. While conversational AI like ChatGPT is becoming common, these tools often lack the element of companionship and a holistic approach to learning support. This research addresses the gap in how to design AI learning tools that effectively integrate motivation, time management, and relationship-building from a user-value-centered perspective.

Outcome - The study produced a comprehensive framework for designing Virtual Learning Companions (VLCs), resulting in 9 design principles, 28 meta-requirements, and 33 design features.
- The findings are structured around a “value-in-interaction” model, which proposes that a VLC's value is created across three interconnected layers: the Relationship Layer, the Matching Layer, and the Service Layer.
- Key design principles include creating a human-like and adaptive companion, enabling proactive and reactive behavior, building a trustworthy relationship, providing supportive content, and fostering a motivational and ethical learning environment.
- Evaluation of a coded prototype revealed that different student groups have different preferences, emphasizing that VLCs must be adaptable to their specific educational context and user needs to be effective.
Conversational Agent, Education, Virtual Learning Companion, Design Knowledge, Value
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