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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
Valdes, Edgar – ProQuest LLC, 2022
The aim of this study is to understand the Tor browser and its multiple applications as related to cybersecurity. The study also argues that most internet users are not aware of the danger they face when navigating the dark web. This research explores top executives' and specialized employees' awareness and understating of the hidden areas of…
Descriptors: Foreign Countries, Computer Security, Internet, Crime
Laurel Lynn Schneider – ProQuest LLC, 2023
As the digital world evolves, so does the risk of cyberattacks. Despite technology playing a vital role in nullifying these threats, the human factor is still regarded as one of the greatest weaknesses. End-user behavior is a major cause of information security breaches. This quantitative empirical study used a single-group, pre-post-test,…
Descriptors: Computer Security, Information Security, Correlation, Knowledge Level
Estes, Aaron – ProQuest LLC, 2016
Email attacks comprise an overwhelming majority of the daily attacks on modern enterprise. "Phishing" is the leading attack vector for the world's most dangerous threats such as the so-called, Advanced Persistent Threat (APT), and hacktivist groups such as Anonymous and LulzSec. The leading mitigation strategy is a combination of user…
Descriptors: Risk, Electronic Mail, Computer Security, Users (Information)
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Sun, Jerry Chih-Yuan; Kuo, Cian-Yu; Hou, Huei-Tse; Lin, Yu-Yan – Educational Technology & Society, 2017
The purposes of this study were to provide a game-based anti-phishing lesson to 110 elementary school students in Taiwan, explore their learning behavioral patterns, and investigate the effects of the flow states on their learning behavioral patterns and learning achievement. The study recorded behaviour logs, and applied a pre- and post-test on…
Descriptors: Educational Games, Electronic Learning, Educational Technology, Elementary School Students