Related papers: Design and Execution Challenges for Cybersecurity …
Serious scientific games are games whose purpose is not only fun. In the field of science, the serious goals include crucial activities for scientists: outreach, teaching and research. The number of serious games is increasing rapidly, in…
Security exploits can include cyber threats such as computer programs that can disturb the normal behavior of computer systems (viruses), unsolicited e-mail (spam), malicious software (malware), monitoring software (spyware), attempting to…
Deceptive patterns are often used in interface design to manipulate users into taking actions they would not otherwise take, such as consenting to excessive data collection. We present Trickery, a narrative serious game that incorporates…
Machine learning techniques are currently used extensively for automating various cybersecurity tasks. Most of these techniques utilize supervised learning algorithms that rely on training the algorithm to classify incoming data into…
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…
Serious games are widely used for learning and training across domains such as healthcare, defense, and education. Persistent challenges remain, however, including static scenario design, authoring bottlenecks, limited learner modeling, and…
Research has established increased engagement and positive behavioral, attitudinal, and learning outcomes from educational games. Although engagement begets these benefits, there is a lack of research on how students engage with educational…
We provide ongoing results from the development of a personalized learning system integrated into a serious game. Given limited instructor resources, the use of computerized systems to help tutor students offers a way to provide higher…
Emergency training and planning provide structured curricula, rule-based action items, and interdisciplinary collaborative entities to imitate and teach real-life tasks. This rule-based structure enables the curricula to be transferred into…
Cyber deception has recently received increasing attentions as a promising mechanism for proactive cyber defense. Cyber deception strategies aim at injecting intentionally falsified information to sabotage the early stage of attack…
Synthetic data generation has been a growing area of research in recent years. However, its potential applications in serious games have not been thoroughly explored. Advances in this field could anticipate data modelling and analysis, as…
In Education, is constant the searching of techniques to strengthen and extend the educational strategies in order to achieve that students get knowledge received in classroom, training personal courses and workshops. Serious games are part…
Gamification design has benefited from data-driven approaches to creating strategies based on students characteristics. However, these strategies need further validation to verify their effectiveness in e-learning environments. The…
This article explores the value and measurable effects of hard and soft skills in academia when teaching and developing abilities for the game industry. As we discuss, each individuals engagement with the subject directly impacts their…
Every day around the world, various organizations are exposed to more than a hundred attacks, most of which are success-fully repelled by information security specialists. However, attacks are also carried out that some information systems…
For games used in educational contexts, realism, i.e., the degree of congruence between the simulation models used in the games and the real-world systems represented, is an important characteristic for achieving learning goals well.…
Accessibility education has been rarely incorporated into the high school curricula. This is a missed opportunity to equip next-generation software designers and decision-makers with knowledge, awareness, and empathy regarding accessibility…
Engagement in educational games, a recently popular academic topic, has been shown to increase learning performance, as well as a number of attitudinal factors, such as intrinsic interest and motivation. However, there is a lack of research…
Technology has advanced dramatically in the previous several years. There are also cyber assaults. Cyberattacks pose a possible danger to information security and the general public. Since data practice and internet consumption rates…
Cybersecurity educators have widely introduced hackathons to facilitate practical knowledge gaining in cybersecurity education. Introducing such events into cybersecurity courses can provide valuable learning experiences for students. The…