2015 IEEE Frontiers in Education Conference (FIE) 2015
DOI: 10.1109/fie.2015.7344164
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Digital defenders: Computer security literacy via game-based learning

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Cited by 2 publications
(5 citation statements)
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“…In these games, some letters are given to the player and he has to combine those letters in appropriate way to make new words. This really helps them to discover new words [16]. As technology is getting in all the sectors, it is also making its way in the education sector also.…”
Section: Discussionmentioning
confidence: 98%
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“…In these games, some letters are given to the player and he has to combine those letters in appropriate way to make new words. This really helps them to discover new words [16]. As technology is getting in all the sectors, it is also making its way in the education sector also.…”
Section: Discussionmentioning
confidence: 98%
“…The future of mobile technology is indeed bright as technologies such as flexibility of mobile devices, 5G, wearable technologies are in pipeline of development, and however some of the prototypes of these technologies are available in market now. In short, these improvements will help us to learn though mobile devices in many ways [16].…”
Section: Discussionmentioning
confidence: 99%
“…Gamification is a tool that allows e-learning to be interesting and engaging thus capturing the user's full attention and leading to better retention . The benefits of this technique are that there is direct communication, in that, the need for user participation and feedback are highlighted in the game design, thus improving the results with regards to changes in users cybersecurity awareness and behaviour in an appealing and enjoyable manner (Alotaibi, Furnell, Stengel, & Papadaki, 2017) (Tioh & Mina, 2015).…”
Section: Pedagogical Approachesmentioning
confidence: 99%
“…Game-based learning is noted as an effective approach. The effect of structuring the knowledge and education in the appearance of a game, makes it easier for adoption (Tioh & Mina, 2015). Games generally have a short feedback cycle and so users would get their penalties or rewards quickly, reinforcing the concepts (Tioh & Mina, 2015).…”
Section: Pedagogical Approachesmentioning
confidence: 99%
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