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Alexandra Rysul'ova – NORDSCI, 2023
Virtual worlds, like Second Life, are transformative innovations in education. These immersive 3D environments offer teachers and students unique opportunities beyond traditional classrooms. They foster active learning, allowing students to interact, manipulate objects, and engage with diverse content. This multimodal approach accommodates various…
Descriptors: Information Security, Computer Simulation, Barriers, Teaching Methods
Gibbons, Deborah E.; Freeman, Michael – Decision Sciences Journal of Innovative Education, 2022
Multirole online games offer advantages for learning in business schools, as students process information and coordinate with others while pursuing measurable goals. Gaming environments can be complex, and the choices and timing of players' actions may have long-term effects on the state of the game. Team members practice communication skills as…
Descriptors: Decision Making, Group Dynamics, Computer Games, Educational Games
Ye, Pinghao; Liu, Liqiong; Gao, Linxia; Mei, Quanjun – International Journal of Information and Communication Technology Education, 2020
The article finds the main factors affecting women's continuance intention for mobile games, and analyze how and to what extent these factors affect women's continuance intention for mobile games in a research model. In this study, a Model of Factors Affecting Women's continued interest in mobile gaming is comprised of eight variables and relevant…
Descriptors: Females, Computer Games, Telecommunications, Handheld Devices
Graham, Kendra; Anderson, James; Rife, Conrad; Heitmeyer, Bryce; Patel, Pranav R.; Nykl, Scott; Lin, Alan C.; Merkle, Laurence D. – IEEE Transactions on Learning Technologies, 2020
Cyberspace odyssey (CSO) is a novel serious game supporting computer networking education by engaging students in a race to successfully perform various cybersecurity tasks in order to collect clues and solve a puzzle in virtual near-Earth three-dimensional space. Each team interacts with the game server through a dedicated client presenting a…
Descriptors: Computer Networks, Information Security, Task Analysis, Computer Games
Aytaç, Tufan; Erdem, Mustafa – Online Submission, 2019
The use of Information and Communication Technologies (ICT) is rapidly spreading among high school students. These technologies provide the students to gain learning experiences and also involve many dangers such as addiction, loneliness and stress. The aim of this study is to examine awareness levels of different types of high school students…
Descriptors: High School Students, Computer Security, Learning Experience, Information Technology
Martin, Florence; Gezer, Tuba; Anderson, Jimmeka; Polly, Drew; Wang, WeiChao – Educational Media International, 2021
Children are exposed to digital devices at an early age. This study examines parents' perception of student digital safety on technology use, time spent, parent concerns and knowledge on various digital safety topics. Through a survey-based study, we analyzed data collected from 113 parents. Parents mentioned that their kids use Internet via…
Descriptors: Parent Attitudes, Child Safety, Internet, Handheld Devices
O'Brien, Churairat – ProQuest LLC, 2019
As young children increasingly use the Internet, the children need to learn and apply cybersecurity fundamentals to protect personal data. Teaching young students the basics of strong passwords and data protection in a K-12 classroom setting is an obvious starting point. The literature shows an absence of approved cybersecurity curriculums for use…
Descriptors: Teacher Attitudes, Information Security, Computer Security, Teaching Methods
Adamo-Villani, Nicoletta; Oania, Marcus; Cooper, Stephen – Journal of Educational Technology Systems, 2013
We report the development and initial evaluation of a serious game that, in conjunction with appropriately designed matching laboratory exercises, can be used to teach secure coding and Information Assurance (IA) concepts across a range of introductory computing courses. The IA Game is a role-playing serious game (RPG) in which the student travels…
Descriptors: Educational Games, Computer Games, Role Playing, Computer Security
Association Supporting Computer Users in Education, 2017
The Association Supporting Computer Users in Education (ASCUE) is a group of people interested in small college computing issues. It is a blend of people from all over the country who use computers in their teaching, academic support, and administrative support functions. Begun in 1968 as the College and University Eleven-Thirty Users' Group…
Descriptors: Computer Assisted Instruction, Computer Uses in Education, Computer Software, Conferences (Gatherings)