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Assessing the Social Validity of Canvas LMS-Based Cybersecurity Online Modules in High School STEM Classes

This study evaluates the social validity of Canvas LMS-based cybersecurity modules for high school STEM students, finding that higher technology self-efficacy significantly increases positive ratings while word network analysis of open-ended responses reveals mixed sentiments, with terms like "metaverse" appearing in both positive and negative contexts.

Original authors: Gahangir Hossain, Mikyung Shin, Brigette Whaley, Mehnaz Afrose, Enamul Hassan

Published 2026-07-27
📖 4 min read☕ Coffee break read

Original authors: Gahangir Hossain, Mikyung Shin, Brigette Whaley, Mehnaz Afrose, Enamul Hassan

Original paper licensed under CC BY 4.0 (https://creativecommons.org/licenses/by/4.0/). This is an AI-generated explanation of the paper below. It is not written or endorsed by the authors. For technical accuracy, refer to the original paper. Read full disclaimer

Imagine the internet as a massive, bustling city where everyone is connected by invisible roads. In this city, there are digital pickpockets, sneaky hackers, and traps that can steal your secrets or lock you out of your own home. Just like we teach kids to look both ways before crossing the street or not to talk to strangers, we need to teach them how to stay safe in this digital city. This is the world of cybersecurity. But teaching these skills isn't just about handing out a map; it's about making sure the map is actually fun to use and that the students feel confident enough to read it. This is where social validity comes in. Think of social validity as a "coolness check" or a "would-you-recommend-this-to-a-friend" test. It asks: Do the students actually like the lesson? Do they think it's useful? And finally, there's self-efficacy, which is simply a fancy way of saying, "How confident do I feel using my phone or computer to learn new things?" If a student feels like a tech wizard, they might enjoy the class more than someone who feels like they're trying to fly a plane without a pilot's license.

So, a team of researchers decided to build a special "digital safety course" for high schoolers using a popular online classroom tool called Canvas. They wanted to see if the students liked the course and if feeling confident with technology made the course seem even better. They didn't just ask, "Did you like it?" They dug deeper, using some serious math to look at the answers and even turning the students' written thoughts into colorful maps of words to see what ideas were connected to what feelings.

Here is what the researchers found in their study of 30 high school students in STEM classes. First, they asked the students to rate the course on a scale of 1 to 5. The results showed that most students gave ratings of 3 or lower, rather than the highest possible score of 5. However, no one gave the lowest "strongly disagree" rating, suggesting the course was generally acceptable, even if it wasn't a perfect 5-star experience for everyone.

The study then looked at the "confidence" factor. They discovered that students who felt more capable of controlling their own learning—specifically those who felt good about setting their own pace and monitoring their own behavior while using the online tools—were much more likely to rate the course highly. In fact, for every step up a student took on the confidence scale, their odds of giving a high rating jumped by 3.70 times. It's like having a superpower: the more you trust your ability to navigate the digital world, the more you enjoy the safety course.

To understand why students felt the way they did, the researchers turned the students' written comments into a giant web of connected words. They found that words like "cybersecurity," "metaverse," and "online" were the popular kids in the network, tightly linked to positive words like "interesting," "enjoy," and "good." Students found learning about different types of hackers and the ethics of the digital world to be favorable topics. On the flip side, the "unpopular" words were "long," "video game," and "information." These were tangled up with negative feelings like "dislike" and "least." It seems that when the lessons felt too long or when the content was about video games (which some students felt they knew nothing about), the excitement faded. One student noted they didn't enjoy the video game unit because they knew nothing about games, even though it taught them important things.

In short, the study suggests that online cybersecurity courses are a viable way to teach high schoolers, but the experience depends heavily on how confident the student feels in their own tech skills and how the content is delivered. While the course was generally well-received, the researchers found that shorter, more engaging chunks of information work better than long videos, and topics that feel relevant and exciting (like the metaverse) win over students more than those that feel like a chore. The data suggests that if we can boost a student's confidence in managing their own learning, they are likely to find the whole experience much more valuable.

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