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James J. Meadows III – ProQuest LLC, 2023
The purpose of this exploratory qualitative study was to explore the impacts security training experts believe implementing a mandatory gamified security awareness training curriculum in public middle schools will have on the long-term security behavior of students in Texas. My study addressed whether security training for teenagers will solve the…
Descriptors: Middle School Students, Public Schools, Gamification, Educational Games
Jenks, Theodore G. – ProQuest LLC, 2022
The purpose of this action research was to implement a digital game development project and describe its effects on the performance and attitudes of eighth-grade students in a required computer science course at South Carolina School District Alpha. The following research questions were explored: (1) How does the game development project impact…
Descriptors: Middle School Students, Active Learning, Student Projects, Games
Korucu, Agâh Tugrul; Totan, Havva Nur – Online Submission, 2019
Information technologies literate is an individual who produces information, can use it functionally in life, can solve problems, think critically, has entrepreneurial, stable, communication skills, empathizes, contributes to society and culture etc. The purpose of this research is to examine the effectiveness of "Information Technologies and…
Descriptors: Information Technology, Computer Software, Citizenship, Student Attitudes
Franz-Odendaal, Tamara A.; Blotnicky, Karen; French, Frederick; Joy, Phillip – Canadian Journal of Science, Mathematics and Technology Education, 2016
To enhance understanding of factors that might improve STEM career participation, we assessed students' self-perceptions of competency and interest in science/math, engagement in STEM activities outside of school, and knowledge of STEM career requirements. We show that the primary positive influencer directing students to a STEM career is high…
Descriptors: Foreign Countries, Middle School Students, Student Attitudes, Student Experience