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Serious games based approach to cyber security concept learning: Indian context
4 references·1 citing·17 second hop
Serious games based approach to cyber security concept learning: Indian context (2014)Serious games based approach to cyber sec…Clickers in the Classroom: An Active Learning Approach. (2007)Clickers in the Classroom: An…CyberCIEGE: Gaming for Information Assurance (2005)CyberCIEGE: Gaming for Inform…Changing the Game: What Happens When Video Games Enter the Classroom? (2005)Changing the Game: What Happe…Video Gaming, Education and Digital Learning Technologies (2002)Video Gaming, Education and D…Development of Serious Games for Teaching Information Security Courses (2019)Development of Serious Games …Mind in Society: The Development of Higher Psychological Processes (1978)Rules of Play: Game Design Fundamentals (2003)What Video Games Have to Teach Us about Learning and Literacy (2004)Strangers and friends (2006)Mad City Mystery: Developing Scientific Argumentation Skills with a Place-based Augmented Reality Game on Handheld Computers (2007)The impact of individual, competitive, and collaborative mathematics game play on learning, performance, and motivation. (2013)Games, Motivation, and Learning: A Research and Practice Model (2002)Digital Game-Based Learning (2020)OP‐ED Serious play (2003)Measuring Player Immersion in the Computer Game Narrative (2009)Teacher Candidate Responses to Digital Games (2010)Active Learning with the CyberCIEGE Video Game (2011)Security through play (2013)Cybersecurity Enhancement through Blockchain Training (CEBT) – A serious game approach (2021)Influence of polling technologies on student engagement: An analysis of student motivation, academic performance, and brainwave data (2013)Do we click in the right way? A meta-analytic review of clicker-integrated instruction (2015)Student Motivation from and Resistance to Active Learning Rooted in Essential Science Practices (2017)
this work references cited by second hop

References

  • 2005Changing the Game: What Happens When Video Games Enter the Classroom?407 cited
  • 2007Clickers in the Classroom: An Active Learning Approach.273 cited
  • 2002Video Gaming, Education and Digital Learning Technologies142 cited
  • 2005CyberCIEGE: Gaming for Information Assurance98 cited

Cited by

  • 2019Development of Serious Games for Teaching Information Security Courses34 cited

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