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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
Loïs Vanhée; Karin Danielsson; Lena Enqvist; Kalle Grill; Melania Borit – European Journal of Education, 2024
Whereas hackathons are widespread within and outside academia and have been argued to be a valid pedagogical method for teaching interdisciplinarity, no detailed frameworks or methods are available for conceptualizing and organizing educational hackathons, i.e., hackathons dedicated to best achieving pedagogic objectives. This paper is dedicated…
Descriptors: Interdisciplinary Approach, Learning Activities, Programming, Computer Security
Robert Beveridge – ProQuest LLC, 2021
With the increase in cybercrime costing organizations financial loss and loss to their reputation, the need to hire qualified and experienced employees is paramount. As the gap in the workforce shortage widens, cybersecurity education and training institutions are struggling to produce a capable workforce with enough experience and skills that…
Descriptors: Crime Prevention, Computer Security, Computer Simulation, Computer Science Education
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
Qinyi Liu; Ronas Shakya; Jelena Jovanovic; Mohammad Khalil; Javier Hoz-Ruiz – British Journal of Educational Technology, 2025
High-volume, high-quality and diverse datasets are crucial for advancing research in the education field. However, such datasets often contain sensitive information that poses significant privacy challenges. Traditional anonymisation techniques fail to meet the privacy standards required by regulations like GDPR, prompting the need for more robust…
Descriptors: Privacy, Data, Information Security, Compliance (Legal)
Zorlu, Eyup – Journal of Learning and Teaching in Digital Age, 2023
The purpose of this study is to examine the relationship between college students' cyberbullying awareness and their ability to ensure their personal cybersecurity. A total of 401 students participated in this study. The Ability to Ensure Personal Cybersecurity Scale, the Cyberbullying Awareness Scale, and a Personal Information Form developed by…
Descriptors: Bullying, Computer Mediated Communication, Computer Security, Knowledge Level
Pant, Harsh Vardhan; Lohani, Manoj Chandra; Pande, Jeetendra – Journal of Learning for Development, 2023
In recent years, sentiment analysis has gained popularity among researchers in various domains, including the education domain. Sentiment analysis can be applied to review the course comments in Massive Open Online Courses (MOOCs), which could enable course designers' to easily evaluate their courses. The objective of this study is to explore the…
Descriptors: MOOCs, Course Evaluation, Dropout Attitudes, Student Attitudes
Norma Torres-Hernández; María-Jesús Gallego-Arrufat; María del Mar García-Ruiz – Digital Education Review, 2023
Online risks are a concern for citizens in the digital society. Many sectors of the population lack training to face, prevent and solve problematic situations arising from Internet use. University researchers and innovation agents in small towns in southern Spain are carrying out an educational programme of 13 intergenerational workshops to…
Descriptors: Intergenerational Programs, Digital Literacy, Internet, Open Education
Hebah Alquran – ProQuest LLC, 2023
The rapid growth of electronic learning (e-learning) platforms has raised concerns about cybersecurity risks. The vulnerability of university students to cyberattacks and privacy concerns within e-learning platforms presents a pressing issue. Students' frequent and intense internet presence, coupled with their extensive computer usage, puts them…
Descriptors: Electronic Learning, Computer Security, Internet, Safety
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
Alakrimi, Mahmoud M. – Online Submission, 2022
The Documentation and Information Department of all Libyan universities is working on developing the university's website to suit all users with their different experiences and ways of interacting, so it is necessary to test the ease of use of these sites. That is why the researcher seeks to evaluate and compare his performance of these sites and…
Descriptors: Universities, Web Sites, Information Dissemination, Foreign Countries
Valarian Couch – ProQuest LLC, 2024
Internet-enabled tools, cloud-based platforms, and digital communication devices have revolutionized the educational landscape but this digital transformation has increased students' exposure to cyber risks and threats exponentially. The purpose of this quantitative correlational study was to investigate the relationship between technology…
Descriptors: Elementary School Students, Middle School Students, Secondary School Students, Parents
Tanja Samardzic; Christine Wildman; Paula C. Barata; Mavis Morton – International Journal of Social Research Methodology, 2024
In response to concerns about the use of online focus groups, particularly around sensitive topics research, we provide two case examples of sensitive topics research that pivoted to online focus groups amid university ethics restrictions due to COVID-19 concerns. We begin by contextualizing the studies, one of which used the more traditional…
Descriptors: Focus Groups, Videoconferencing, Young Adults, Foreign Countries
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