Related papers: A Case Study in Gamification for a Cybersecurity E…
Context: To effectively defend against ever-evolving cybersecurity threats, software systems should be made as secure as possible. To achieve this, software developers should understand potential vulnerabilities and apply secure coding…
The potential of using video games as well as gaming engines for educational and research purposes is promising, especially with the current progress of Industry 4.0 technologies such as augmented and virtual reality devices. However, it is…
Providing customized products and services in the modern business world is one of the most efficient solutions to improve users' experience and their engagements with the industries. To aim, recommender systems, by producing personalized…
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…
Digitalisation in education and its influence on teaching methods is the focus of this study, which examines the use of ChatGPT in a role-playing game used in the Cloud Computing Engineering Master's programme at the University of Applied…
Cyber security has become an issue of national concern in the UK, USA and many other countries worldwide. Universities have reacted to this by launching numerous cyber security degree programmes. In this paper we explore the structure of…
Poor software quality can adversely affect application security by increasing the potential for a malicious breach of a system. Because computer security and cybersecurity are becoming such relevant topics for practicing software engineers,…
Robotics education fosters computational thinking, creativity, and problem-solving, but remains challenging due to technical complexity. Game-based learning (GBL) and gamification offer engagement benefits, yet their comparative impact…
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…
The explosive growth of cyber attacks nowadays, such as malware, spam, and intrusions, caused severe consequences on society. Securing cyberspace has become an utmost concern for organizations and governments. Traditional Machine Learning…
Particularly close attention is being paid today among researchers in social science disciplines to aspects of learning in the digital age, especially for the Digitally Native Generation. In the context of museums, the question is: how can…
Startups seek to create highly scalable business models. For startups, growth is thus vital. Growth hacking is a marketing strategy advocated by various startup practitioner experts. It focuses on using low cost practices while utilizing…
Social software solutions in enterprises such as IBM Connections are said to have the potential to support communication and collaboration among employees. However, companies are faced to manage the adoption of such collaborative tools and…
This paper analyses the feasibility of including emerging IT-topics into secondary education (K9-12). We developed a class on Blockchain for K9-12 students which delivers relevant content but is also indented to motivate them to further…
Software Engineering courses play an important role for preparing students with the right knowledge and attitude for software development in practice. The implication is far reaching, as the quality of the software that we use ultimately…
The hands-on cybersecurity training quality is crucial to mitigate cyber threats and attacks effectively. However, practical cybersecurity training is strongly process-oriented, making the post-training analysis very difficult. This paper…
Watching training videos passively leads to superficial learning. Adding gamification can increase engagement. We study how software engineering students and industry practitioners view gamifying video-based training. We conducted a survey…
Organizations highly depend on enterprise systems (ES), which are unlikely to develop their full potential if end-users neglect system usage. Accordingly, organizations attempt to overcome barriers to end-user acceptance in the ES context,…
The nascent field of neurogames relies on active Brain-Computer Interface input to drive its game mechanics. Consequently, users expect their conscious will to be meaningfully reflected on the virtual environment they're engaging in.…
The digital age is changing the role of educators and pushing for a paradigm shift in the education system as a whole. Growing demand for general and specialized education inside and outside classrooms is at the heart of this rising trend.…