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Gamification and Serious Games are progressively being used over a host of fields, particularly to support education. Such games provide a new way to engage students with content and can complement more traditional approaches to learning.…
This work-in-progress paper presents SPARC (Systematic Problem Solving and Algorithmic Reasoning for Children), a gamified learning platform designed to enhance engagement and knowledge retention in K-12 STEM education. Traditional…
Product innovation is a risky activity, but when successful, it enables large software companies accrue high profits and leapfrog the competition. Internal startups have been promoted as one way to foster product innovation in large…
Cloud computing is an emerging computing model where IT and computing operations are delivered as services in highly scalable and cost effective manner. Recently, embarking this new model in business has become popular. Companies in diverse…
Software startups face with multiple technical and business challenges, which could make the startup journey longer, or even become a failure. Little is known about entrepreneurial decision making as a direct force to startup development…
Students' perception of excessive difficulty in STEM degrees lowers their motivation and therefore affects their performance. According to prior research, the use of gamification techniques promote engagement, motivation and fun when…
The use of educational games for pedagogical practice can provide new conceptions of teaching-learning in an interactive environment stimulating the acquisition of new knowledge. The so-called serious games are focused on the goal of…
Software architecture education remains challenging for instructors, students, and software industry professionals. Several initiatives have been proposed to mitigate the inherent challenges, including games, supporting tools, collaborative…
Recently, malevolent user hacking has become a huge problem for real-world companies. In order to learn predictive models for recommender systems, factorization techniques have been developed to deal with user-item ratings. In this paper,…
The history of humanhood has included competitive activities of many different forms. Sports have offered many benefits beyond that of entertainment. At the time of this article, there exists not a competitive ecosystem for cyber security…
Educational games are commonly used to motivate students and provide enhanced learning opportunities. Apps and mobile games play an increasingly important role in education and smartphones are part of the daily lives of most female…
The game industry is moving into an era where old-style game engines are being replaced by re-engineered systems with embedded machine learning technologies for the operation, analysis and understanding of game play. In this paper, we…
Challenges can be seen as a type of game that motivates participants to solve serious tasks. As a result, competition organizers must develop effective game rules. However, these rules have multiple objectives beyond making the game…
Management education scholarship has long outlined the need to enhance student engagement and participation in business schools, using more innovative teaching practices. This is increasingly motivating scholars to strive for more…
Gamification has been used to motivate and engage participants in software engineering education and practice activities. There is a significant demand for empirical studies for the understanding of the impacts and efficacy of gamification.…
Gamification applies game mechanics to non-game environments to motivate and engage users. Artificial Intelligence (AI) offers powerful tools for personalizing and optimizing gamification, adapting to users' needs, preferences, and…
Serious games are increasingly being used in cybersecurity education to engage and educate users. Several studies with cybersecurity serious games have shown that they are successful in educating users and the users also find them both fun…
Educational games have been widely used to teach children about cyber security. This systematic literature review reveals evidence of positive learning outcomes, after analysing 91 such games reported in 68 papers published between 2010 and…
The increased use of digital devices and applications has led to a rise in phishing attacks. We develop a serious game to raise awareness about phishing attacks and help people avoid these threats in a risk-free learning environment. This…
The number, importance, and popularity of rankings measuring innovation performance and the strength and resources of ecosystems that provide its spatial framework are on an increasing trend globally. In addition to influencing the specific…