Related papers: A Case Study in Gamification for a Cybersecurity E…
Due to the prevalence of online services in modern society, such as internet banking and social media, it is important for users to have an understanding of basic security measures in order to keep themselves safe online. However, users…
In modernity, we continually receive increasingly intricate technologies that allow us to increase our lives convenience and efficiency. Our technology, particularly technology available over the internet, is advancing at unprecedented…
Serious games are gaining popularity as effective teaching and learning tools, providing engaging, interactive, and practical experiences for students. Gamified learning experiences, such as virtual escape rooms, have emerged as powerful…
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.…
Gamification is a technological, economic, cultural, and societal development toward promoting a more game-like reality. As this emergent phenomenon has been gradually consolidated into our daily lives, especially in educational settings,…
In higher education, gamification offers the prospect of providing a pivotal shift from traditional asynchronous forms of engagement, to developing methods to foster greater levels of synchronous interactivity and partnership between and…
Tools for fighting cyber-criminal activities using new technologies are promoted and deployed every day. However, too often, they are unnecessarily complex and hard to use, requiring deep domain and technical knowledge. These…
Programming courses in computing science are important because they are often the first introduction to computer programming for many students. Many university students are overwhelmed with the information they must learn for an…
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.…
This Work-In-Progress Paper for the Innovative Practice Category presents a novel experiment in active learning of cybersecurity. We introduced a new workshop on hacking for an existing science-popularizing program at our university. The…
The need for data preservation and reproducible research is widely recognized in the scientific community. Yet, researchers often struggle to find the motivation to contribute to data repositories and to use tools that foster…
Gamification is an effective strategy for motivating and engaging users, which is grounded in business, marketing, and management by designing games in nongame contexts. Gamifying education, which consists of the design and study of…
With the advent of smart grid (SG) systems, electricity networks have been able to ensure greater efficiency and utility by interconnecting their grids through cloud-based technology. As SGs become increasingly complex, a wide range of…
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…
Awareness of cybersecurity topics, e.g., related to secure coding guidelines, enables software developers to write secure code. This awareness is vital in industrial environments for the products and services in critical infrastructures. 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,…
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…
Context: Gamification is an emerging subject that has been applied in different areas, bringing contributions to different types of activities. Objective: This paper aims to characterize how gamification has been adopted in non-educational…
Phishing continues to be a difficult problem for individuals and organisations. Educational games and simulations have been increasingly acknowledged as enormous and powerful teaching tools, yet little work has examined how to engage users…
This Innovative Practice full paper describes a technical innovation for scalable teaching of cybersecurity hands-on classes using interactive learning environments. Hands-on experience significantly improves the practical skills of…