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Thitima Srivatanakul – Journal of Cybersecurity Education, Research and Practice, 2024
Gamification, including game-based learning (GBL), is a widely recognized pedagogical approach used for imparting and reinforcing cybersecurity knowledge and skills to learners. One innovative form of GBL gaining popularity across various educational levels, from secondary schools to professional development, is escape room-style education. This…
Descriptors: Computer Security, Problem Solving, Gamification, Undergraduate Students
Frontera, Paul J.; Rodriguez-Seda, Erick J. – IEEE Transactions on Education, 2021
Contribution: This article presents a project-based learning (PBL) activity for use in the instruction of network attacks on cyber-physical systems. Student learning is analyzed to determine the project's contribution to learning outcome attainment. Background: The literature contains a significant amount of research on the benefits of PBL as a…
Descriptors: Student Projects, Teaching Methods, Computer Security, Information Security
Dana Kube; Sebastian Gombert; Brigitte Suter; Joshua Weidlich; Karel Kreijns; Hendrik Drachsler – Journal of Computer Assisted Learning, 2024
Background: Gender stereotypes about women and men are prevalent in computer science (CS). The study's goal was to investigate the role of gender bias in computer-supported collaborative learning (CSCL) in a CS context by elaborating on gendered experiences in the perception of individual and team performance in mixed-gender teams in a hackathon.…
Descriptors: Cooperative Learning, Computer Assisted Instruction, Gender Issues, Learning Activities