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The session includes three 20-minute presentations, each following with 10-minute discussion segments. Schedule 12:00–12:20 Marcus Nohlberg, HIS: Experiences from Developing a Pedagogical Game: Siguru 12:20–12:30 Discussion 12:30–12:50 Rainer Neumann, HKA: Gamification as a Driver for Motivation? 12:50–13:00 Discussion 13:00–13:20 Cristina Vatavu, TUIASI: Game-like activities in electrical circuits 13:20–13:30 Discussion Speakers and their topics Marcus Nohlberg is an Associate Professor in Information Technology and a researcher specializing in the human aspects of cybersecurity and digital behavior. With more than two decades of academic and industry experience, he explores how people and technology interact, often revealing unexpected patterns and opportunities for learning. When not developing new ways to make security awareness engaging, he works to make complex ideas about technology and society accessible to everyone. Experiences from Developing a Pedagogical Game: Siguru What happens when something traditionally seen as dull, complex, and uninspiring, such as cybersecurity training, is transformed into an activity that is engaging, social, and even enjoyable? With Siguru, we set out to redefine awareness training through gamification and research-based design. Can games truly improve learning, motivation, and collaboration? This session shares key insights, challenges, and lessons learned from developing Siguru, a pedagogical cybersecurity card game that turns serious topics into meaningful and memorable learning experiences. Rainer Neumann, holds a doctorate in computer science and is a professor of business informatics and currently Vice-President for Teaching at Karlsruhe University of Applied Sciences. In various events, he deals with topics such as motivation, self-perception and work organisation. Gamification as a Driver for Motivation? You don’t have to play games – but you do have to learn and work, right? Why do people play games, and what motivates them to do so? This short lecture outlines the basic concepts of several motivation theories and uses the example of a gamification framework to show how playful elements can increase motivation. Cristina Vatavu, Professor at TUIASI, is passionate about non-formal education and unconventional learning methods. She has 30 years in electrical engineering education, with a PhD in electrical engineering on fuzzy logic control algorithms. She is concerned with implementing the Oxford comma in Romanian. She believes that a good understanding is more valuable than a good grade. Game-like activities in electrical circuits An exercise for the formation of transversal and professional competencies in the field of electrical engineering is presented, which activates both skills and attitudes. The exercise called BLINDCOPY is a game developed on the fundamental design principles of constructivism. It can be applied in disciplines such as Fundamentals of Electrical Engineering or Electrical Circuit Theory, but is not limited to these specific areas. It is a playful activity that relaxes the atmosphere and provides uniqueness to curricular applications. The main goal of the exercise is to understand the principles of electrical circuit topology (node, branch and loop) and to change the common perception of what an electrical diagram should look like (from a graphic sketch to an arrangement of interconnected elements). Another secondary goal is to form and strengthen communication skills and teamwork skills.