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Improving software security awareness using a serious game
9 references·1 citing·39 second hop
Improving software security awareness using a serious game (2018)Improving software security awareness usi…21st Century Skills Development Through Inquiry-Based Learning: From Theory to Practice (2018)21st Century Skills Developme…Design and preliminary evaluation of a cyber Security Requirements Education Game (SREG) (2017)Design and preliminary evalua…Investigating the influence of the most commonly used external variables of TAM on students’ Perceived Ease of Use (PEOU) and Perceived Usefulness (PU) of e-portfolios (2016)Investigating the influence o…Gamification in Education: A Board Game Approach to Knowledge Acquisition (2016)Gamification in Education: A …Scaffolding individual and collaborative game-based learning in learning performance and intrinsic motivation (2015)Scaffolding individual and co…Learning through playing Virtual Age: Exploring the interactions among student concept learning, gaming performance, in-game behaviors, and the use of in-game characters (2015)Learning through playing Virt…Predicting the drivers of behavioral intention to use mobile learning: A hybrid SEM-Neural Networks approach (2014)Predicting the drivers of beh…Control-Alt-Hack (2013)Control-Alt-HackFrom game design elements to gamefulness (2011)From game design elements to …Gamification in workforce training: Improving employees’ self-efficacy and information security and data protection behaviours (2024)Gamification in workforce tra…Perceived Usefulness, Perceived Ease of Use, and User Acceptance of Information Technology (1989)The theory of planned behavior (1991)User Acceptance of Information Technology: Toward A Unified View1 (2003)The effects of convenience and speed in m-payment (2015)Linking big data analytics and operational sustainability practices for sustainable business management (2019)Misinformation sharing and social media fatigue during COVID-19: An affordance and cognitive load perspective (2020)Flow: the psychology of optimal experience (1990)Flow: The Psychology of Optimal Experience (1991)Gamification. using game-design elements in non-gaming contexts (2011)Gamification in theory and action: A survey (2014)How gamification motivates: An experimental study of the effects of specific game design elements on psychological need satisfaction (2016)Flow: The Psychology of Optimal Experience (1991)Games, Motivation, and Learning: A Research and Practice Model (2002)Is immersion of any value? Whether, and to what extent, game immersion experience during serious gaming affects science learning (2016)Learning to be better at the game: Performance vs. completion contingent reward for game-based learning (2019)Play it again: how game-based learning improves flow in Accounting and Marketing education (2019)Structural equation modeling in practice: A review and recommended two-step approach. (1988)Cutoff criteria for fit indexes in covariance structure analysis: Conventional criteria versus new alternatives (1999)Self-determination theory and the facilitation of intrinsic motivation, social development, and well-being. (2000)The interactivity of video and collaboration for learning achievement, intrinsic motivation, cognitive load, and behavior patterns in a digital game-based learning environment (2019)The effects of competition in digital game-based learning (DGBL): a meta-analysis (2020)Game-based learning in early childhood education: a systematic review and meta-analysis (2024)Evaluating Structural Equation Models with Unobservable Variables and Measurement Error (1981)Examining the students’ behavioral intention to use e-learning in Azerbaijan? The General Extended Technology Acceptance Model for E-learning approach (2017)The adoption of virtual reality devices: The technology acceptance model integrating enjoyment, social interaction, and strength of the social ties (2018)“Extending the Technology Acceptance Model (TAM) to Predict University Students’ Intentions to Use Metaverse-Based Learning Platforms” (2023)The Gamification of Learning and Instruction: Game-based Methods and Strategies for Training and Education (2012)Does Gamification Work? -- A Literature Review of Empirical Studies on Gamification (2014)The Effect of Gamification on Psychological and Behavioral Outcomes: Implications for Cruise Tourism Destinations (2019)Developing Snake Ladder Game Learning Media to Increase Students’ Interest and Learning Outcomes on Social Studies in Elementary School (2020)Personalized gamification: A literature review of outcomes, experiments, and approaches (2020)A taxonomy for learning, teaching, and assessing : a revision of Bloom's taxonomy of educational objectives (2001)Research Methods for Business Students (2003)CyberHero: An Adaptive Serious Game to Promote Cybersecurity Awareness (2023)Common method biases in behavioral research: A critical review of the literature and recommended remedies. (2003)SecurityEmpire: Development and Evaluation of a Digital Game to Promote Cybersecurity Education (2014)Improving Students’ Critical Thinking Skills in Cell-Metabolism Learning Using Stimulating Higher Order Thinking Skills Model (2018)The development of student-teachers' professional identity while team-teaching science classes using a project-based learning approach: A multi-level analysis (2018)Problem and project-based learning through an investigation lesson: Significant gains in creative thinking behaviour within the Australian foundation (preparatory) classroom (2021)
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References

  • 2011From game design elements to gamefulness8,391 cited
  • 2016Investigating the influence of the most commonly used external variables of TAM on students’ Perceived Ease of Use (PEOU) and Perceived Usefulness (PU) of e-portfolios692 cited
  • 2014Predicting the drivers of behavioral intention to use mobile learning: A hybrid SEM-Neural Networks approach444 cited
  • 2015Scaffolding individual and collaborative game-based learning in learning performance and intrinsic motivation236 cited
  • 201821st Century Skills Development Through Inquiry-Based Learning: From Theory to Practice216 cited
  • 2013Control-Alt-Hack128 cited
  • 2016Gamification in Education: A Board Game Approach to Knowledge Acquisition124 cited
  • 2015Learning through playing Virtual Age: Exploring the interactions among student concept learning, gaming performance, in-game behaviors, and the use of in-game characters111 cited
  • 2017Design and preliminary evaluation of a cyber Security Requirements Education Game (SREG)85 cited

Cited by

  • 2024Gamification in workforce training: Improving employees’ self-efficacy and information security and data protection behaviours42 cited

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