Publication Date
In 2025 | 1 |
Since 2024 | 3 |
Since 2021 (last 5 years) | 4 |
Since 2016 (last 10 years) | 4 |
Since 2006 (last 20 years) | 4 |
Descriptor
Computer Security | 4 |
Gamification | 4 |
Information Technology | 4 |
Foreign Countries | 3 |
Information Security | 3 |
Learner Engagement | 2 |
Self Efficacy | 2 |
Access to Health Care | 1 |
Adolescents | 1 |
Adult Education | 1 |
Algebra | 1 |
More ▼ |
Source
IEEE Transactions on Education | 1 |
International Association for… | 1 |
Journal of Cybersecurity… | 1 |
ProQuest LLC | 1 |
Author
Publication Type
Journal Articles | 2 |
Reports - Research | 2 |
Books | 1 |
Collected Works - Proceedings | 1 |
Dissertations/Theses -… | 1 |
Education Level
Higher Education | 3 |
Postsecondary Education | 3 |
Adult Education | 1 |
Audience
Location
United Kingdom | 2 |
Brazil | 1 |
Estonia | 1 |
European Union | 1 |
Greece | 1 |
Indonesia | 1 |
Italy | 1 |
Mexico | 1 |
Philippines | 1 |
Portugal | 1 |
United Kingdom (England) | 1 |
More ▼ |
Laws, Policies, & Programs
Assessments and Surveys
What Works Clearinghouse Rating
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
Alex Cameron; Abu Alam; Madhu Khurana; Jordan Allison; Nasreen Anjum – IEEE Transactions on Education, 2025
Modern day organizations face a continuous challenge in ensuring that their employees are cognizant with malware and cyber attacks, since it has the potential to cause financial, legal, and reputational damage to them. Current awareness training exists in a multitude of forms to equip employees and organizations to protect themselves against…
Descriptors: Computer Security, Crime Prevention, Information Security, Gamification
Oliver J. Mason; Siobhan Collman; Stella Kazamia; Ioana Boureanu – Journal of Cybersecurity Education, Research and Practice, 2024
This pilot study aims to assess the acceptability of Open University's training platform called Gamified Intelligent Cyber Aptitude and Skills Training course (GICAST), as a means of improving cybersecurity knowledge, attitudes, and behaviours in undergraduate students using both quantitative and qualitative methods. A mixed-methods, pre-post…
Descriptors: Career Readiness, Computer Science, Computer Security, Gamification
Piet Kommers, Editor; Inmaculada Arnedillo Sánchez, Editor; Pedro Isaías, Editor – International Association for Development of the Information Society, 2024
These proceedings contain the papers and posters of the 22nd International Conference on e-Society (ES 2024) and 20th International Conference on Mobile Learning (ML 2024), organised by the International Association for Development of the Information Society (IADIS) in Porto, Portugal, during March 9-11, 2024. The e-Society 2024 conference aims to…
Descriptors: Information Technology, Adolescents, Divorce, Health Services