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Nicolai Plintz; Dirk Ifenthaler – International Association for Development of the Information Society, 2024
This study aims to develop a preliminary model for the content validation of serious games, specifically to assess two cybersecurity games designed for children aged 8-13 years as part of the Erasmus+ project "SuperCyberKids". Using a scoping review of databases from pedagogy, psychology, and computer science, we identified current…
Descriptors: Computer Security, Educational Games, Computer Uses in Education, Game Based Learning
Jin Wei-Kocsis; Moein Sabounchi; Gihan J. Mendis; Praveen Fernando; Baijian Yang; Tonglin Zhang – IEEE Transactions on Education, 2024
Contribution: A novel proactive and collaborative learning paradigm was proposed to engage learners with different backgrounds and enable effective retention and transfer of the multidisciplinary artificial intelligence (AI)-cybersecurity knowledge. Specifically, the proposed learning paradigm contains: 1) an immersive learning environment to…
Descriptors: Computer Security, Artificial Intelligence, Interdisciplinary Approach, Models
Kevin Hilliard; Xiaohong Yuan; Kelvin Bryant; Jinsheng Xu; Jinghua Zhang – Journal of Cybersecurity Education, Research and Practice, 2024
Gamification has proven to be effective in engaging and encouraging people to work towards and achieve goals. Many students struggle to focus on schoolwork, due to a lack of interest, lack of understanding, or other factors unique to the student. Applying gamification elements to education can help engage these students in learning their course…
Descriptors: Gamification, Mastery Learning, Computer Security, Computer Networks
Andrej Jerman Blažic; Borka Jerman Blažic – Education and Information Technologies, 2025
This paper presents a new developed methodology for teaching and learning subjects that although are very important in the modern digital society are neglected in high school education programs: cybersecurity and cyber safety. A Study among the EU high schools in 2021-2022 revealed that computer science teachers are not regularly upgrading their…
Descriptors: Computer Security, Technology Education, Computer Science Education, Electronic Learning
Christine Wusylko; Kara Dawson; Pavlo Antonenko; Zhen Xu – Journal of Technology and Teacher Education, 2024
Cybersecurity educational efforts are urgently needed to introduce young people to the profession and give students and teachers cybersecurity knowledge to protect themselves from increasing cybercrime. In this study, 56 elementary preservice teachers participated in a 3-hour intervention within a technology integration course that introduced them…
Descriptors: Computer Security, Technology, Preservice Teacher Education, Preservice Teachers
Shian-Shyong Tseng; Tsung-Yu Yang; Wen-Chung Shih; Bo-Yang Shan – Interactive Learning Environments, 2024
In this paper, to handle the problem of the quick evolution of cyber-security attacks, we developed the iMonsters board game and proposed the attack and defense knowledge self-evolving algorithm. Three versions of the iMonsters were launched in 2013, 2017, and 2019, respectively. Accordingly, the cyber-security ontology can be refined by the…
Descriptors: Educational Games, Computer Security, Computer Science Education, Game Based Learning
Dana Kube; Sebastian Gombert; Brigitte Suter; Joshua Weidlich; Karel Kreijns; Hendrik Drachsler – Journal of Computer Assisted Learning, 2024
Background: Gender stereotypes about women and men are prevalent in computer science (CS). The study's goal was to investigate the role of gender bias in computer-supported collaborative learning (CSCL) in a CS context by elaborating on gendered experiences in the perception of individual and team performance in mixed-gender teams in a hackathon.…
Descriptors: Cooperative Learning, Computer Assisted Instruction, Gender Issues, Learning Activities
Adrian Curaj; Cezar Hâj; Cosmin Holeab; Irina Geanta; Alina Iura; Dorin Cote?; Oana ?în?ar – European Union, 2025
The present report overseen by the Executive Agency for Higher Education, Research, Development and Innovation Funding (UEFISCDI) on behalf of the European Commission and the European Education and Culture Executive Agency as part of the contract for the implementation of the European Digital Education Hub, is the third report in a series…
Descriptors: Foreign Countries, Educational Innovation, Electronic Learning, Educational Practices
Adamo-Villani, Nicoletta; Oania, Marcus; Cooper, Stephen – Journal of Educational Technology Systems, 2013
We report the development and initial evaluation of a serious game that, in conjunction with appropriately designed matching laboratory exercises, can be used to teach secure coding and Information Assurance (IA) concepts across a range of introductory computing courses. The IA Game is a role-playing serious game (RPG) in which the student travels…
Descriptors: Educational Games, Computer Games, Role Playing, Computer Security
Nunes, Miguel Baptista, Ed.; Isaias, Pedro, Ed. – International Association for Development of the Information Society, 2019
These proceedings contain the papers and posters of the International Conference on e-Learning (EL) 2019, which was organised by the International Association for Development of the Information Society and co-organised by the Instituto Superior de Engenharia do Porto, in Porto, Portugal, July 17-19, 2019. The EL 2019 conference aims to address the…
Descriptors: Educational Technology, Technology Uses in Education, Mathematics Instruction, Cooperation
Greitzer, Frank L.; Kuchar, Olga Anna; Huston, Kristy – Journal on Educational Resources in Computing, 2007
Serious games use entertainment principles, creativity, and technology to meet government or corporate training objectives, but these principles alone will not guarantee that the intended learning will occur. To be effective, serious games must incorporate sound cognitive, learning, and pedagogical principles into their design and structure. In…
Descriptors: Training Objectives, Educational Technology, Educational Principles, Design Requirements
Kommers, Piet, Ed.; Issa, Tomayess, Ed.; Issa, Theodora, Ed.; McKay, Elspeth, Ed.; Isias, Pedro, Ed. – International Association for Development of the Information Society, 2016
These proceedings contain the papers and posters of the International Conferences on Internet Technologies & Society (ITS 2016), Educational Technologies (ICEduTech 2016) and Sustainability, Technology and Education (STE 2016), which have been organised by the International Association for Development of the Information Society and…
Descriptors: Conferences (Gatherings), Foreign Countries, Internet, Educational Technology
International Association for Development of the Information Society, 2012
The IADIS CELDA 2012 Conference intention was to address the main issues concerned with evolving learning processes and supporting pedagogies and applications in the digital age. There had been advances in both cognitive psychology and computing that have affected the educational arena. The convergence of these two disciplines is increasing at a…
Descriptors: Academic Achievement, Academic Persistence, Academic Support Services, Access to Computers