272 research outputs found
The Development of Intervention E-Learning Materials and Implementation Techniques For Cyber-Security Behaviour Change
Many organisations show compliance in running security awareness programmes, but this does not necessarily mean end users will change their behavior. This highlights one of the main challenges in cyber security. Providing awareness in a tool is a useful first step but it doesnât necessarily lead to changing behaviour [3]. In contrast, completing compliance or achieving competence can actually lead people to being more averse to change than before or even partaking in risky behaviour. This paper describes the collaboration between a specialist computer business (LiMETOOLS) and psychology academics to draw on psychology theory (e.g. Social Cognitive Theory, [4]) and pedagogy (e.g. self-directed learning) to create innovative techniques using interactive learning tools resulting in behaviour change. The aim of this article is to show how we have moved beyond developing materials that change awareness, to those that effectively change digital behaviour. We examine methodologies that can be integrated within online learning tools to embed text, video clips, gamification, and quizzes to encourage measurable cyber security behaviour change. A challenge within behaviour change is the maintenance of these behaviours and we are exploring the potential impact of using âdrip-feed learningâ in the form of a short video magazine with embedded quizzes and ânudgesâ of behaviour changes that have previously learnt, delivered over a long period of time in very short stimulus packages
Towards Crowdsourcing for Requirements Engineering
Crowdsourcing is an emerging, typically online, distributed problem solving and production model where a problem is solved through the involvement of a large number of people. In this study, we investigate the potential of crowdsourcing in aiding Requirements Engineering. Although the whole area is still to be explored fully, we focus on the Requirements Elicitation stage. In this paper, we survey the literature on crowdsourcing in a variety of disciplines and deduce a set of features which characterize its main constructs; the crowd and the crowd-sourcers. We then conduct two focus groups to explore the relationship between these features and the quality of requirements elicited via crowdsourcing. The analysis will lead to anumber of hypotheses to confirm and
enhance in a future research in the area. The ultimate goal is to systematically develop crowdsourcing platforms for Requirements Engineering and guarantee correctness and maximize efficiency
The Four Pillars of Crowdsourcing: A Reference Model
Crowdsourcing is an emerging business model where tasks are accomplished by the general public; the crowd. Crowdsourcing has been used in a variety of disciplines,
including information systems development, marketing and
operationalization. It has been shown to be a successful model in recommendation systems, multimedia design and evaluation, database design, and search engine evaluation. Despite the increasing academic and industrial interest in crowdsourcing,there is still a high degree of diversity in the interpretation and the application of the concept. This paper analyses the literature and deduces a taxonomy of crowdsourcing. The taxonomy is meant to represent the different configurations of crowdsourcing in its main four pillars: the crowdsourcer, the crowd, the crowdsourced task and the crowdsourcing platform. Our outcome will help researchers and developers as a reference model to concretely and precisely state their particular interpretation and configuration of crowdsourcing
Towards a Code of Ethics for Gamification at Enterprise
Gamification is an emerging technique which utilises the âfun the- oryâ mainly to motivate people to change their perception and attitude towards certain subjects. Within enterprises, gamification is used to motivate employees to do their tasks more efficiently and perhaps more enjoyably and sometimes to increase their feeling of being members of the enterprise as a community. While the literature has often emphasised the positive side of gamification, mainly from economic and business perspectives, little emphasis has been paid to the ethical use of gamification within enterprises. In this paper we report an empirical re- search to explore the ethical aspects of using gamification. We follow a mixed methods approach involving participants who are gamification experts, employ- ees and managers. Our findings show that, for gamification, there is a fine line between being a positive tool to motivate employees and being a source of ten- sion and pressure which could then affect the social and mental well-being within the workplace. This paper will evaluate that dual effect and clarify that fine line
Configuring Crowdsourcing for Requirements Elicitation
Crowdsourcing is an emerging paradigm which utilises the power of the crowd in contributing information and solving problems. Crowdsourcing can support requirements elicitation, especially for systems used by a wide range of users and working in a dynamic context where requirements evolve regularly. For such systems, traditional elicitation methods are typically costly and limited in catering for the high diversity, scale and volatility of requirements. In this paper, we advocate the use of crowdsourcing for requirements elicitation and investigate ways to configure crowdsourcing to improve the quality of elicited requirements. To confirm and enhance our argument, we follow an empirical approach starting with two focus groups involving
14 participants, users and developers, followed by an online expert survey involving 34 participants from the Requirements Engineering community. We discuss our findings and present a set of challenges of applying crowdsourcing to aid requirements engineering with a focus on the elicitation stage
Strategies and Design Principles to Minimize Negative Side-effects of Digital Motivation on Teamwork
Digital Motivation in business refers to the use of technology in order to facilitate a change of attitude, perception and behaviour with regards to adopting policies, achieving goals and executing tasks. It is a broad term to
indicate existing and emerging paradigms such as Gamification, Persuasive Technology, Serious Games and Entertainment Computing. Our previous research indicated risks when applying Digital Motivation. One of these main
risks is the impact it can have on the interpersonal relationships between colleagues and their individual and collective performance. It may lead to a feeling of unfairness and trigger negative group processes (such as social loafing and unofficial clustering) and adverse wo
rk ethics. In this paper, we propose a set of strategies to minimize such risks and then consolidate these strategies
through an empirical study involving managers,practitioners and users.The strategies are then analysed for their goal, stage and purpose of use to add further guidance.
The strategies and their classification are meant to inform
developers and management on how to design,set-up and introduce Digital Motivation to a business environment, maximize its efficiency and minimize its side-effects on teamwork
Does Learning Method Matter in Cyber Security Behaviour? Spaced Vs. Massed e-Learning
Besides acquiring knowledge and skills, learning can also have a behavior change purpose. The case of learning compliance and cyber hygiene is an example. It remains a largely unexplored question whether learning methods affect the degree of intention to follow the learned behavior. Spaced learning has been established as a useful presentation style for the retention of information and building skills, but many organisations continue to use a massed e-learning format. This study compares three presentation formats (spaced, massed, and mixed) using a newly developed e-learning tool for the European General Data Protection Regulation (GDPR). Mixed methods are used to examine differences as well as to explore user perceptions and preferences. Forty-seven participants completed baseline tests and were randomly allocated to one of the three presentation style conditions. All participants completed immediate post-tests, delayed post-tests, and behavioral intention questionnaires. Despite some large observed differences between individuals, the univariate analyses showed that the gain scores between immediate post-test and delayed post-tests were not significantly different between participants across the three presentation formats. The qualitative analysis revealed emerging themes of presentation, delivery, messenger effects, and motivations
Working conditions, work-life conflict and wellbeing in UK prison officers: the role of affective rumination and detachment
Although prison officers experience the working conditions associated with work-life conflict, little research has explored this issue. This study draws upon the work-home resources model (ten Brummelhuis & Bakker, 2012) to investigate relationships between working conditions (demands and experiences of aggression) and time-based, strain-based and behavior-based work-life conflict in UK prison officers (n = 1,682). Associations between working conditions, work-life conflict, and emotional exhaustion were also examined. Two recovery behaviors (affective rumination and detachment) were considered as potential moderators of associations between working conditions and emotional exhaustion. High levels of all work-life conflict dimensions were found which were related to working conditions and emotional exhaustion. Some evidence was found that higher rumination and lower detachment exacerbated the positive association between both job demands and aggression and emotional exhaustion. The implications of the findings for the wellbeing and professional functioning of prison officers are discussed, together with key areas for future research
A Glossary on Building Longitudinal, Population-Based Data Linkages to Explore Childrenâs Developmental Trajectories
Population-based, person-specific, longitudinal child and youth health and developmental data linkages involve connecting combinations of specially-collected data and administrative data for longitudinal population research purposes. This glossary provides definitions of key terms and concepts related to their theoretical basis, research infrastructure, research methodology, statistical analysis, and knowledge translation
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