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Gamification for Teaching and Learning Computer Security in Higher Education
16 references·2 citing·39 second hop
Gamification for Teaching and Learning Computer Security in Higher Education (2016)Gamification for Teaching and Learning Co…Digital Game-Based Learning (2019)Digital Game-Based LearningGamification at Work: Designing Engaging Business Software (2013)Gamification at Work: Designi…Exergames for health and fitness: the roles of GPS and geosocial apps (2013)Exergames for health and fitn…Engaging Computer Science Students through Gamification in an Online Social Network Based Collaborative Learning Environment (2013)Engaging Computer Science Stu…The Gamification of Learning and Instruction: Game-based Methods and Strategies for Training and Education (2012)The Gamification of Learning …Reality is broken: why games make us better and how they can change the world (2012)Reality is broken: why games …Gamification by Design: Implementing Game Mechanics in Web and Mobile Apps (2011)Gamification by Design: Imple…Casual Social Games as Serious Games: The Psychology of Gamification in Undergraduate Education and Employee Training (2011)Casual Social Games as Seriou…Design Research in Information Systems (2010)Design Research in Informatio…Problem-Based Learning and Medical Education Forty Years On (2008)Problem-Based Learning and Me…Digital Game-Based Learning in high school Computer Science education: Impact on educational effectiveness and student motivation (2008)Digital Game-Based Learning i…THE ACT OF DISCOVERY (2006)THE ACT OF DISCOVERYSuccessful implementation of user-centered game based learning in higher education: An example from civil engineering (2006)Successful implementation of …STUDENT-CENTRED LEARNING: WHAT DOES IT MEAN FOR STUDENTS AND LECTURERS? (2005)STUDENT-CENTRED LEARNING: WHA…Digital game-based learning: Towards an experiential gaming model (2005)Digital game-based learning: …The Impact of Assessment on Student Learning (2002)The Impact of Assessment on S…Teaching and Learning Cybersecurity Awareness with Gamification in Smaller Universities and Colleges (2022)Teaching and Learning Cyberse…Engaging Students in Basic Cybersecurity Concepts Using Digital Game-Based Learning: Computer Games as Virtual Learning Environments (2020)Engaging Students in Basic Cy…The magical number seven, plus or minus two: Some limits on our capacity for processing information. (1956)Thought and language (1962)Experiential Learning : Experience as the Source of Learning and Development (1983)Serious Games : An Overview (2007)EGameFlow: A scale to measure learners’ enjoyment of e-learning games (2008)Serious games as new educational tools: how effective are they? 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(2013)Digital Games, Design, and Learning (2015)Foundations of Game-Based Learning (2015)Digital Game-Based Learning (2020)Conditions of Learning (1965)Human Characteristics and School Learning (1979)Using game theory and Competition-based Learning to stimulate student motivation and performance (2010)A concept map-embedded educational computer game for improving students' learning performance in natural science courses (2013)Play, Dreams And Imitation In Childhood (2013)The wear out effect of a game-based student response system (2014)ON QUALITATIVE DIFFERENCES IN LEARNING: I—OUTCOME AND PROCESS* (1976)From Teaching to Learning — A New Paradigm For Undergraduate Education (1995)Teaching For Quality Learning At University (1999)A social constructivist assessment process model: how the research literature shows us this could be best practice (2005)Facilitating productive use of feedback in higher education (2012)Constructive alignment in university teaching (2014)From game design elements to gamefulness (2011)Does Gamification Work? -- A Literature Review of Empirical Studies on Gamification (2014)Gamification in theory and action: A survey (2014)The benefits of playing video games. (2013)Gamification of Cognitive Assessment and Cognitive Training: A Systematic Review of Applications and Efficacy (2016)The Digital Workforce and the Workplace of the Future (2016)Cognitive Load During Problem Solving: Effects on Learning (1988)Why Minimal Guidance During Instruction Does Not Work: An Analysis of the Failure of Constructivist, Discovery, Problem-Based, Experiential, and Inquiry-Based Teaching (2006)The ICAP Framework: Linking Cognitive Engagement to Active Learning Outcomes (2014)Learning science in informal environments : people, places, and pursuits (2009)Digital game-based learning: Impact of instructions and feedback on motivation and learning effectiveness (2013)Action design research (2011)A method for taxonomy development and its application in information systems (2012)Transforming the communication between citizens and government through AI-guided chatbots (2018)Assessing the effects of gamification in the classroom: A longitudinal study on intrinsic motivation, social comparison, satisfaction, effort, and academic performance (2014)How gamification motivates: An experimental study of the effects of specific game design elements on psychological need satisfaction (2016)
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References

  • 2012The Gamification of Learning and Instruction: Game-based Methods and Strategies for Training and Education3,765 cited
  • 2012Reality is broken: why games make us better and how they can change the world2,923 cited
  • 2011Gamification by Design: Implementing Game Mechanics in Web and Mobile Apps2,374 cited
  • 2008Digital Game-Based Learning in high school Computer Science education: Impact on educational effectiveness and student motivation1,689 cited
  • 2005Digital game-based learning: Towards an experiential gaming model1,456 cited
  • 2006THE ACT OF DISCOVERY1,450 cited
  • 2010Design Research in Information Systems1,383 cited
  • 2006Successful implementation of user-centered game based learning in higher education: An example from civil engineering660 cited
  • 2019Digital Game-Based Learning656 cited
  • 2002The Impact of Assessment on Student Learning486 cited
  • 2008Problem-Based Learning and Medical Education Forty Years On407 cited
  • 2005STUDENT-CENTRED LEARNING: WHAT DOES IT MEAN FOR STUDENTS AND LECTURERS?294 cited
  • 2013Gamification at Work: Designing Engaging Business Software291 cited
  • 2011Casual Social Games as Serious Games: The Psychology of Gamification in Undergraduate Education and Employee Training272 cited

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2013
Exergames for health and fitness: the roles of GPS and geosocial apps
143 cited
  • 2013Engaging Computer Science Students through Gamification in an Online Social Network Based Collaborative Learning Environment120 cited
  • Cited by

    • 2020Engaging Students in Basic Cybersecurity Concepts Using Digital Game-Based Learning: Computer Games as Virtual Learning Environments26 cited
    • 2022Teaching and Learning Cybersecurity Awareness with Gamification in Smaller Universities and Colleges26 cited