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Vasco Rikkers; Dipti Kapoor Sarmah – Journal of Computing in Higher Education, 2025
In recent years, gamification has seen a rise in usage for cyber-security training, with some of the most used elements being story and narrative. Yet there seems to be a lack of research on story-based gamification as well as how this type of gamification affects a training's effectiveness. The goal of this study was to test the effectiveness of…
Descriptors: Gamification, Computer Security, Training Methods, Foreign Countries
Monnens, Devin; Vowell, Zach; Ruggill, Judd Ethan; McAllister, Ken S.; Armstrong, Andrew – American Journal of Play, 2009
Over the last four decades, electronic games have profoundly changed the way people play, learn, and connect with each other. Despite the tremendous impact of electronic games, however, until recently, relatively few programs existed to preserve them for future generations of players and researchers. Recognizing the need to save the original…
Descriptors: Technology Uses in Education, Video Games, Preservation, Play
Briggs, Linda L. – Campus Technology, 2006
"I saved my presentation in my personal drive on the server last night, but now I can't find it. It just seems to be gone. Can you get it back?" "It looks like the mail server is corrupted. When was the last backup?" These sorts of questions, whether from faculty, students, or IT staff, can be an IT nightmare, or they can set…
Descriptors: Computer Peripherals, Client Server Architecture, Information Technology, Higher Education