3,350 research outputs found

    A Mobile Game for Learning Cyber-Attacks and Their Prevention

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    This paper's primary goal is to use Bloom's Revised Taxonomy educational objectives in creating Cyber Air-Attack. It's a game that teaches fundamental concepts about cybersecurity. Because it simplifies and makes learning simple, the course material was designed with Bloom's Revised Taxonomy. This taxonomy divides the course material into increasing levels of complexity, with the basics being the most basic and the advanced being the most complex. We reviewed all literature to understand the area of research and identify any gaps in previous research. Cyber Air-Attack targets amateur computer users. They will be taught about cybersecurity basics, cyber threats, and countermeasures. This paper will teach you how to identify and prevent cyberattacks

    Augmented Reality in Learning Settings: A Systematic Analysis of its Benefits and Avenues for Future Studies

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    Despite its increasing use in various settings, Augmented Reality (AR) technology is still often considered experimental, partly due to a lack of clear understanding of the benefits of using AR. This study systematically reviews research on the use of AR in learning settings. Our analysis of 93 relevant articles offers 21 benefits related to the learning gains and outcomes of using AR. Our study shows that the positive effects of using AR on learners’ motivation and joy have been well-studied, whereas the effects on independent learning, concentration, spontaneous learning, critical thinking, and practical skills have not yet been examined in detail. Beyond classifying and discussing the benefits of using AR in learning settings, we elaborate avenues for future studies. We specifically point to the importance of conducting long-term studies to determine the value of using AR in learning beyond the initial novelty and exploring the integration of AR with other technologies

    Benefits of Using Augmented Reality in Learning Settings: A Systematic Literature Review

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    Over the last years, Augmented Reality (AR) technology has been increasingly used in various settings. Yet, AR is still often considered as experimental, which is partly due to the unclear picture of the benefits of using AR. This study systematically reviews research on using AR in learning settings. By examining 93 relevant articles, we identified 21 benefits related to AR learning gains and outcomes. To obtain a comprehensive and coherent overview of the benefits, we classified them based on Fink’s taxonomy of significant learning. Our analysis shows that the positive effects of using AR on learners’ motivation and joy have been well-studied, whereas the effects on independent learning, concentration, spontaneous learning, critical thinking, and practical skills have not yet been examined in detail. Our study provides directions for future studies on using AR in learning settings and can also help to improve learning designs

    Purpose of the use of technologies in the contemporary models of Corporate University

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    This paper aims to identify the purpose of the use of technologies in the contemporary models of corporate university: Stakeholder University (SU) and Networked Corporate University (NCU). To accomplish it, we carried out a systematic search in the main electronic bases of scientific documents, categorizing the studies by means of the revised Bloom\u27s Taxonomy. This search enabled to distinguish the purpose of the use of technologies in corporate universities, such as the purpose of integration between different stakeholders in relation to knowledge. The research highlights the Corporate University in addition to an environment of education; but an area of innovation in which the integration of stakeholders, university and organization constitutes an important interaction and sharing networks. By identifying the technological characteristics and tools, it points out new approaches of technological integration in the mediation between stakeholders in order to promote networked learning. That is, to remember, understand, apply, analyze, evaluate, and create (Bloom\u27s Taxonomy), but, especially, to generate value from these relationships. The conclusion is that the distance education technologies, the knowledge media, and the engineering and knowledge management tools arise as enablers of the purpose of creating technologies to generate shared knowledge and stakeholder interaction, according to the models of SU and NCU

    Using Teaching Cases for Achieving Bloom\u27s High-Order Cognitive Levels: An Application in Technically-Oriented Information Systems Course

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    Case-teaching has been an attractive pedagogy method for bringing in real-world examples into the classroom. However, it is challenging to introduce cases to address high-order cognitive skills such as analyzing and creating new IT solutions in technically-oriented computing course. In this research, we present our experience in introducing three types of case studies -- Story-Telling case, Design-andProblem-Solving case, and Create-Design-Implement case to a course in an undergraduate Information Systems programme. For each case study, we plan and map the learning objectives to address various cognitive levels in the revised Bloom’s Taxonomy. Using surveys conducted over two academic years, we show with empirical data, that the case studies are effective in helping students achieve the higher order cognitive levels such as “evaluating” and “creating” (includes design and implement) complex enterprise web solutions

    Assessment Re-Think: Income-Generating and Industry-Based Assessments

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    Assessments are the fundamental media between students and educators. This paper aims to evaluate how to create assessments, how students learn from them, and how to link them to the industry and entrepreneurism. The implementation plan postulates how students can generate income from income-generation assessments or business innovation assessments. In this paper, we discuss the involvement of modern industry in assessment. We examine evidence from approximately 100 assessments detailed in 32 subject outlines. We employ a descriptive, pragmatic research methodology to consider whether they can be aligned more with industry expectations and expected duties. We propose a framework to connect with industry and create student income-generating projects. This proposed income-generating assessments framework recommended industry-based assessments with which students can not only earn marks towards a subject but potentially earn an income based on it. This paper extends the idea of peer learning to expert or industry learning: an approach that did not employ in higher education. Our approach supports educators in keeping the assessment up-to-date, enabling students to add more value to their learning of industry products and procedures. Students can directly contribute to the product and procedures and learn from the strategies actively employed in the workplace

    Bringing Light into the Dark - Improving Students’ Black-Box Testing Competencies using Game-Design Elements

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    As software becomes increasingly complex, there is a growing need to enhance quality assurance in software engineering. However, the lack of qualified human resources is a barrier to performing software testing activities in software companies. At the same time, software testing can be considered a tedious task and is often not done at the necessary level of detail, e.g., designing test cases. However, it is crucial for novice programmers and testers to acquire and improve their testing competencies, and to utilize testing techniques, e.g., black-box testing. Teaching software testing is often based on theoretical instructions, resulting in limited practical experience. As a result, students may not develop the necessary testing mindset, highlighting the need for more extensive software testing education. To address this issue, this paper utilizes a design science research approach to implement a gamified learning system that promotes black-box testing competencies with empirical insights from a field test
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