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Hrishikesh Bhide – ProQuest LLC, 2024
The meteoric rise in software and technology has altered the paradigm of information security and privacy. Classified information, stored earlier behind locked doors, is now stored on the internet on servers that can be accessed from anywhere on the globe. As a result of these advancements, we are now vulnerable to cyber-attacks. Cyber-attacks are…
Descriptors: Game Based Learning, Learning Strategies, Computer Security, Computer Science Education
Dawn C. Tatum – ProQuest LLC, 2023
Gamification is a term used to describe the art of taking a process or a task and making it into a game. Using games as a way to make mundane tasks or necessary lessons more fun is used in many aspects of life. Parents often use games to teach children tasks, and teachers use games to enforce learning, and much more. The gamification of Security…
Descriptors: Game Based Learning, Information Security, Computer Security, Behavior Patterns
Malone, Mac – ProQuest LLC, 2023
We analyze the thesis that a fully immersive gamified learning platform benefits students, improving their enjoyment, time management, and performance by engaging them with the subject matter. We assert that an immersive experience centered around a true game produces better results than exercises with just a few gamified elements (e.g., points,…
Descriptors: Game Based Learning, Teaching Methods, Time Management, Learner Engagement
Lee, Heesuk – ProQuest LLC, 2022
Many organizations are providing employee training to raise security awareness as data breaches increase. Organizational digital transformation has accelerated, especially during the COVID-19 outbreak. It has made the technology industry a prime target for cyberattacks. Although more organizations invest in cybersecurity training, data breaches…
Descriptors: Information Technology, Information Security, Employee Attitudes, Knowledge Level
Kevin McLaughlin – ProQuest LLC, 2023
The emerging impact of gamification in the field of education has generated several possible avenues for enhancing learning outcomes and raised a large number of as-yet unanswered questions as to the effectiveness of different gamification techniques in different contexts. This quantitative survey study examines the impact of gamification on…
Descriptors: Computer Science Education, Computer Security, Information Security, Game Based Learning