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Dhanya Pramod – Journal of Applied Research in Higher Education, 2025
Purpose: The growth of the internet, access to technology and rapid digital transformations have paved the way for developing attack surfaces for individuals and organizations. There is a dire need to provide cybersecurity awareness most effectively. Gamification-based platforms have evolved to make cybersecurity education more engaging and…
Descriptors: Gamification, Computer Security, Information Security, Training
Agarsha Manoharan; Abiniah Sriskantharajah; H. M. K. K. M. B. Herath; L. G. P. K. Guruge; S. L. P. Yasakethu – Education and Information Technologies, 2025
MetaHuman technology's development and the Metaverse's growth have transformed virtual interactions and brought up new cybersecurity risks. This research provides cybersecurity awareness education tools for phishing attacks in the metaverse realm that use MetaHuman avatars, which turned out to be more dishonest than conventional phishing…
Descriptors: Information Security, Computer Security, Computer Simulation, Risk
Noah Glaser; Zeinab Parishani; Amogh Chetankumar Joshi; Prasad Calyam – Technology, Knowledge and Learning, 2025
As Virtual Reality (VR) gains traction in education, its potential to support neurodivergent learners in cybersecurity training remains underexplored. This emerging technology report examines how VR can bridge the gap between STEM education and cybersecurity training for neurodivergent individuals, highlighting both its promise and the challenges…
Descriptors: Computer Simulation, Computer Uses in Education, Computer Science Education, Computer Security
Ruta Pirta-Dreimane; Agne Brilingaite; Evita Roponena; Karen Parish; Janis Grabis; Ricardo Gregorio Lugo; Martinš Bonders – Technology, Knowledge and Learning, 2025
Incorporating gamification elements and innovative approaches in training programs are promising for addressing cybersecurity knowledge gaps. Cybersecurity education should combine hard and soft skill development when building the capacity to manage cyber incidents requiring timely communication, team collaboration, and self-efficacy in risk…
Descriptors: Computer Security, Computer Science Education, Educational Games, Gamification

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