1,276 research outputs found

    Developers' Privacy Education: A game framework to stimulate secure coding behaviour

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    Software privacy provides the ability to limit data access to unauthorized parties. Privacy is achieved through different means, such as implementing GDPR into software applications. However, previous research revealed that the lack of poor coding behaviour leads to privacy breaches such as personal data breaching. Therefore, this research proposes a novel game framework as a training intervention enabling developers to implement privacy-preserving software systems. The proposed framework was empirically investigated through a survey study (with some exit questions), which revealed the elements that should be addressed in the game design framework. The developed game framework enhances developers' secure coding behaviour to improve the privacy of the software they develop.Comment: 1

    PROJECT ADMIRAL AND SINKING SHIP: A DETAILED ANALYSIS FROM DEVELOPING TWO RAPID GAME PROTOTYPES

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    The purpose of this research is to study and document the process of creating educational procurement games, with the goal being to expand the lexicon of knowledge for Air Force (AF) contracting. We advise two game development teams through the process of integrating contracting learning objectives into virtual games. Working alongside North Carolina State University (NC State), we help develop a tower defense game (Project Admiral) and a digital escape room game (Sinking Ship). We meticulously document our experiences advising student game developers on which contracting elements to employ and how to properly design the game. We also document what we discover about the game development process to inform future research. Our documentation utilizes engaged scholarship methods, treating these games as case studies to provide insights into the process of developing educational procurement games. We evaluate our successes, failures, and lessons learned to inform future educational game development projects. Ultimately, we aim to provide useful guidance for educators and researchers interested in developing their own educational procurement games. Our findings are beneficial both to those newly introduced to the field as well as experienced professionals who desire an update on the current state of contracting game development.Outstanding ThesisCaptain, United States Air ForceCaptain, United States Air ForceApproved for public release. Distribution is unlimited

    Education theories applied to a cyber security bootcamp

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    Master of ScienceDepartment of Computer ScienceJoshua L. WeesePrior to the ubiquity of information technology, United States military doctrine recognized four warfighting domains: land, sea, air, and space. The creation of the internet and a growing reliance on connected, integrated systems introduced an unfamiliar environment not governed by the same laws as the four physical warfighting domains. The United States Air Force recognized its need for a cyber force to operate in cyberspace. In 2003, the Information Directorate of the Air Force Research Laboratory (AFRL/RI) created a 10-week cyber security bootcamp called the Advanced Course in Engineering (ACE) to educate and train future cyber operators. Despite its record of success, the ACE lacks a formal, proven method to assess its effectiveness and improve the program. A formal assessment method may provide more exact, objective measurements of the effectiveness of the program. This work provides a case study in the use of learning theories (informed by and complementing participant feedback and staff observations) to assess ACE and provides recommendations to improve the ACE. We analyze available data from the 2019 ACE class and use relevant education theories to reveal insights regarding what the ACE program does well, ways it could improve, and future work that could further improve the program and other cyber security bootcamps

    Integrating law, technology, and design : teaching data protection and privacy law in a digital age

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    Key Points The data protection lawyer of the future will be a key intermediary of innovation—or ‘transaction engineer’—who facilitates and coordinates new forms of business and other social relationships in rapidly evolving multi-disciplinary settings. The effective performance of this function requires legal professionals to develop a different mindset, along with new skills and capacities, specifically a better understanding of the underlying technologies and the value and techniques of legal design, as well as a knowledge of relevant data protection law. Transferable principles for teaching data protection law and privacy law in a digital age are identified. The article proposes a task-oriented, gamified, and sandbox approach to data protection education that delivers a more relevant student experience that cultivates meaningful capacities and skills that are more closely aligned with the needs and values of a digital age.©The Author(s) 2022. Published by Oxford University Press. This is an Open Access article distributed under the terms of the Creative Commons Attribution License (https://creativecommons.org/licenses/by/4.0/), which permits unrestricted reuse, distribution, and reproduction in any medium, provided the original work is properly cited.fi=vertaisarvioitu|en=peerReviewed

    Imssap: after-school interactive mobile learning student support application

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    06.03.2018 tarihli ve 30352 sayılı Resmi Gazetede yayımlanan “Yükseköğretim Kanunu İle Bazı Kanun Ve Kanun Hükmünde Kararnamelerde Değişiklik Yapılması Hakkında Kanun” ile 18.06.2018 tarihli “Lisansüstü Tezlerin Elektronik Ortamda Toplanması, Düzenlenmesi ve Erişime Açılmasına İlişkin Yönerge” gereğince tam metin erişime açılmıştır.Bu araştırmada, dünya çapında m-öğrenme geliştirme sürecine giriyoruz. M-öğrenme aracımızı tasarlarken sosyal ve pedagojik faktörler kullanılmaktadır. Popülerlik odaklı bir kültürde, kullanıcılar arasındaki etkileşim tartışmaları zenginleştirir ve bilgi paylaşımını teşvik eder. Uygulama android yazılım geliştirme seti ve java programlama dili kullanılarak tasarlandı ve oluşturuldu. Google bulut depolama, verileri kaydetmek için gerçek zamanlı bir veritabanı altyapısı kullanıldı. Test ve geribildirim için Sakarya Üniversitesi, Türkiye. Anket tanıtılmadan önce, öğrenme sürecinin kavramı tartışılmıştır. Uygulamayı kullandıktan sonra, öğrenciler anketi cevapladılar. Anket üç ana noktayı yansıtıyordu: performans, kazanç ve mobil öğrenmenin kabulünü etkileyen sosyal faktörler. Popülerlik, öğrencileri mobil öğrenmeyi benimsemeye teşvik eden en önemli faktörlerden biridir. Anahtar Kelimeler: mühendislik, eğitim, etkileşimli yazılım, sınıf gösterimi, lisans eğitimi.In this research, we are engaging in the process of developing m-learning around the world. Social and pedagogical factors are being used while designing our m- learning tool. In a popularity-driven culture, interaction between users enriches discussions and promotes knowledge share. The application was designed and created using android software development kit and java programming language. Google cloud storage a real-time database infrastructure was used to save data. The application was offered to students in different majors in engineering departments in Sakarya University, Turkey, for testing and feedback. Before conducting the questionnaire we introduced mobile learning concept to students and explained its importance in their own learning process. After using the application, students answered the questionnaire. The questionnaire reflected three major points: performance, gain and the social factors effecting mobile learning acceptance. Popularity is one of the top factors that motivated learners to adopt mobile learning. Keywords: Engineering, Education, Interactive Software, classroom Demonstration, Undergraduate Education

    Requirements engineering: foundation for software quality

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    Gamification for Innovators and Entrepreneurs

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    This book provides a research-based overview of the use of games to facilitate learning in innovation/entrepreneurship and draws on work in several European institutions and well-known companies. Also, it provides a review of experiences in using games, a typology and a model for introducing games into course design. Examples include games specifically designed and developed within the project plus signpost links to an online library of games

    mFish Alpha Pilot: Building a Roadmap for Effective Mobile Technology to Sustain Fisheries and Improve Fisher Livelihoods.

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    In June 2014 at the Our Ocean Conference in Washington, DC, United States Secretary of State John Kerry announced the ambitious goal of ending overfishing by 2020. To support that goal, the Secretary's Office of Global Partnerships launched mFish, a public-private partnership to harness the power of mobile technology to improve fisher livelihoods and increase the sustainability of fisheries around the world. The US Department of State provided a grant to 50in10 to create a pilot of mFish that would allow for the identification of behaviors and incentives that might drive more fishers to adopt novel technology. In May 2015 50in10 and Future of Fish designed a pilot to evaluate how to improve adoption of a new mobile technology platform aimed at improving fisheries data capture and fisher livelihoods. Full report

    Gamification for Innovators and Entrepreneurs

    Get PDF
    This book provides a research-based overview of the use of games to facilitate learning in innovation/entrepreneurship and draws on work in several European institutions and well-known companies. Also, it provides a review of experiences in using games, a typology and a model for introducing games into course design. Examples include games specifically designed and developed within the project plus signpost links to an online library of games
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