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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
Collins, Allan M. – 1973
The purposes of this study were to determine the nature of human semantic memory and to obtain knowledge usable in the future development of computer systems that can converse with people. The work was based on a computer model which is designed to comprehend English text, relating the text to information stored in a semantic data base that is…
Descriptors: Computer Oriented Programs, Computer Programs, Computer Storage Devices, Decision Making