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II Patrick Michael Damon – ProQuest LLC, 2023
The purpose of this study was to examine the effects of gamified training in cybersecurity concepts on individuals not employed in information technology roles compared to traditional pieces of training. As the world becomes increasingly connected technologically, so too do the cyber vulnerabilities increase, and it is essential for all types of…
Descriptors: Information Technology, Information Security, Computer Security, Gamification
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

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