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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
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
Rice, Jeffrey Philip – ProQuest LLC, 2021
Using the lived experiences of study participants, the purpose of the exploratory qualitative study was to explore collegiate cybersecurity instructors' qualities needed to maximize the engagement of Generation Z cybersecurity learners to successfully become cybersecurity specialists. This understanding is important in order to increase the…
Descriptors: Information Security, Computer Security, Age Groups, Specialists