Publication Date
| In 2026 | 0 |
| Since 2025 | 1 |
| Since 2022 (last 5 years) | 1 |
| Since 2017 (last 10 years) | 1 |
| Since 2007 (last 20 years) | 2 |
Descriptor
| Computer Peripherals | 2 |
| Computer Storage Devices | 2 |
| Archives | 1 |
| Art | 1 |
| Computer Security | 1 |
| Culture | 1 |
| Design | 1 |
| Foreign Countries | 1 |
| Game Based Learning | 1 |
| Gamification | 1 |
| Graduate Students | 1 |
| More ▼ | |
Author
| Armstrong, Andrew | 1 |
| Dipti Kapoor Sarmah | 1 |
| McAllister, Ken S. | 1 |
| Monnens, Devin | 1 |
| Ruggill, Judd Ethan | 1 |
| Vasco Rikkers | 1 |
| Vowell, Zach | 1 |
Publication Type
| Journal Articles | 2 |
| Reports - Descriptive | 1 |
| Reports - Research | 1 |
Education Level
| Higher Education | 1 |
| Postsecondary Education | 1 |
Audience
Location
| Europe | 1 |
| North America | 1 |
Laws, Policies, & Programs
Assessments and Surveys
What Works Clearinghouse Rating
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

Peer reviewed
Direct link
