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Dhanya Pramod – Journal of Applied Research in Higher Education, 2025
Purpose: The growth of the internet, access to technology and rapid digital transformations have paved the way for developing attack surfaces for individuals and organizations. There is a dire need to provide cybersecurity awareness most effectively. Gamification-based platforms have evolved to make cybersecurity education more engaging and…
Descriptors: Gamification, Computer Security, Information Security, Training
Frontera, Paul J.; Rodriguez-Seda, Erick J. – IEEE Transactions on Education, 2021
Contribution: This article presents a project-based learning (PBL) activity for use in the instruction of network attacks on cyber-physical systems. Student learning is analyzed to determine the project's contribution to learning outcome attainment. Background: The literature contains a significant amount of research on the benefits of PBL as a…
Descriptors: Student Projects, Teaching Methods, Computer Security, Information Security
Sikolia, David; Biros, David; Zhang, Tianjian – Journal of Cybersecurity Education, Research and Practice, 2023
Prevalent security threats caused by human errors necessitate security education, training, and awareness (SETA) programs in organizations. Despite strong theoretical foundations in behavioral cybersecurity, field evidence on the effectiveness of SETA programs in mitigating actual threats is scarce. Since memory decay will inevitably occur after…
Descriptors: Computer Security, Information Security, Program Effectiveness, Memory
Adorjan, Michael; Ricciardelli, Rosemary – Learning, Media and Technology, 2019
While previous research identifies skepticism and some animosity among students towards school-based cyber-safety programs, drawing from focus group discussions with Canadian teens, this paper contributes to unpacking reasons for both support for 'what works' and antagonism for what is perceived to be lacking. Our findings reveal support for…
Descriptors: Information Security, Computer Security, Criticism, High School Students
Bhuyan, Jay; Wu, Fan; Thomas, Cassandra; Koong, Kai; Hur, Jung Won; Wang, Chih-hsuan – TechTrends: Linking Research and Practice to Improve Learning, 2020
This paper describes the design, implementation, and results of an NSF funded Summer Academy from 2016 to 2018, which engaged, on an annual basis, 30 to 60 rising 10th and 11th grade high school science students in an innovative, technology-enriched Project Based Learning (PBL) environment. This Academy emphasized how tech gadgets work and the…
Descriptors: Teaching Methods, Grade 10, Grade 11, High School Students

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