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Dhanya Pramod – Journal of Applied Research in Higher Education, 2025
Purpose: The growth of the internet, access to technology and rapid digital transformations have paved the way for developing attack surfaces for individuals and organizations. There is a dire need to provide cybersecurity awareness most effectively. Gamification-based platforms have evolved to make cybersecurity education more engaging and…
Descriptors: Gamification, Computer Security, Information Security, Training
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Kwun Hung Li; Dickson K.W. Chiu; Elaine W.S. Kong; Kevin K.W. Ho – Education & Training, 2025
Purpose: This research investigates mobile security awareness among university students in Hong Kong, who increasingly rely on mobile devices for their daily activities and academic needs. This research seeks to inform targeted educational strategies and policies to enhance mobile security practices among young adults, particularly in regions…
Descriptors: Foreign Countries, Telecommunications, Handheld Devices, College Students