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Phishing is an online fraudulent technique, which aims to steal sensitive information such as usernames, passwords and online banking details from its victims. To prevent this, anti-phishing education needs to be considered. This research…
The growth of smartphone users globally is a factor that educational technologists should not ignore. This ever-growing market will eventually lead to ubiquitous learning (u-learning). The development of specific content should be replaced…
Gamification is an emerging design principle for information systems where game design elements are applied to non-game contexts. IS researchers have suggested that the IS discipline must study this area but there are other applications…
Software privacy provides the ability to limit data access to unauthorized parties. Privacy is achieved through different means, such as implementing GDPR into software applications. However, previous research revealed that the lack of poor…
Software developers commonly rely on platforms like Stack Overflow for problem-solving and learning. However, academic research is an untapped resource that could greatly benefit industry practitioners. The challenge lies in connecting the…
Game development is an interdisciplinary concept that embraces software engineering, business, management, and artistic disciplines. This research facilitates a better understanding of the business dimension of digital games. The main…
Introduction of the Scrum approach into software engineering has changed the way software is being developed. The Scrum approach emphasizes the active end-user involvement, embracing of change, and /iterative delivery of products. Our study…
Help-seeking is a critical way for students to learn new concepts, acquire new skills, and get unstuck when problem-solving in their computing courses. The recent proliferation of generative AI tools, such as ChatGPT, offers students a new…
Game-based technologies and mobile learning aids open up many opportunities for learners; however, evidence-based decisions on their appropriate use are necessary. This explorative study (N = 100) examines the role of game elements in…
Learning in games provides a powerful framework to design control policies for self-interested agents that may be coupled through their dynamics, costs, or constraints. We consider the case where the dynamics of the coupled system can be…
Blockchain is a new technological approach that has gained popularity on the market due to its application in several areas such as education, health, security, and smart cities, among others. However, understanding how blockchain works is…
Software applications continue to challenge user privacy when users interact with them. Privacy practices (e.g. Data Minimisation (DM), Privacy by Design (PbD) or General Data Protection Regulation (GDPR)) and related "privacy engineering"…
Crowdfunding has emerged as a widespread strategy for startups seeking financing, particularly through reward-based methods. However, understanding its economic impact at both micro and macro levels requires thorough analysis, often…
A growing area of research investigates augmenting language models with tools (e.g., search engines, calculators) to overcome their shortcomings (e.g., missing or incorrect knowledge, incorrect logical inferences). Various few-shot…
This study looks at how generative artificial intelligence (AI) can revolutionize marketing, product development, and research. It discusses the latest developments in the field, easy-to-use resources, and moral and social hazards. In…
In recent years, the integration of gamification into educational settings has garnered significant attention as a means to enhance student engagement and learning outcomes. By leveraging gamified elements such as points and leaderboards,…
The absence of data protection measures in software applications leads to data breaches, threatening end-user privacy and causing instabilities in organisations that developed those software. Privacy Enhancing Technologies (PETs) emerge as…
This study delves into the key issues of representation and accessibility in game development. Despite their societal significance, video games face ongoing criticism for lacking diversity in both the workforce and content, excluding…
Qubit Touchdown is a two-player, competitive board game that was developed to introduce students to quantum computing. A quantum computer is a new kind of computer that is based on the laws of quantum physics, and it can solve certain…
Information and knowledge (IK) are very important for any institution including education higher institution. Those IK are stored in every single individual in organization in the form of experiences, skills, etc. The growth of the higher…