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Tyler Poe; Ankur Chattopadhyay – Education and Information Technologies, 2024
Existing research literature in computing and IT education shows that there has been limited work on investigating how offense based learning approaches using hacks can enhance learning of mobile security topics. In an effort to fill this research gap, we performed an experimental study with a unique, nifty user hack driven offense based learning…
Descriptors: Information Security, Computer Security, Telecommunications, Handheld Devices
Valarian Couch – ProQuest LLC, 2024
Internet-enabled tools, cloud-based platforms, and digital communication devices have revolutionized the educational landscape but this digital transformation has increased students' exposure to cyber risks and threats exponentially. The purpose of this quantitative correlational study was to investigate the relationship between technology…
Descriptors: Elementary School Students, Middle School Students, Secondary School Students, Parents
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Adiv Gal – Education, Citizenship and Social Justice, 2025
This qualitative study examined the perceptions of 42 fifth-grade students (ages 11-12) along with 8 staff members, 9 ornithologists, and 10 high-tech experts who participated in a hackathon event. This was the culmination of a learning process designed to find environmental, technological, and humane solutions to the competition between the…
Descriptors: Computer Science, Grade 5, Elementary School Students, Group Activities
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Shian-Shyong Tseng; Tsung-Yu Yang; Wen-Chung Shih; Bo-Yang Shan – Interactive Learning Environments, 2024
In this paper, to handle the problem of the quick evolution of cyber-security attacks, we developed the iMonsters board game and proposed the attack and defense knowledge self-evolving algorithm. Three versions of the iMonsters were launched in 2013, 2017, and 2019, respectively. Accordingly, the cyber-security ontology can be refined by the…
Descriptors: Educational Games, Computer Security, Computer Science Education, Game Based Learning