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Curriculum and Instruction

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Kennesaw State University

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Gaming

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Full-Text Articles in Education

Cybersecurity Educational Resources For K-12, Debra Bowen, James Jaurez, Nancy Jones, William Reid, Christopher Simpson Jul 2022

Cybersecurity Educational Resources For K-12, Debra Bowen, James Jaurez, Nancy Jones, William Reid, Christopher Simpson

Journal of Cybersecurity Education, Research and Practice

There are many resources to guide successful K-12 cybersecurity education. The objective of these resources is to prepare skilled and ethical cybersecurity students at the earliest level to meet the demands of higher-level programs. The goal of this article is to provide, as a starting point, a list of as many currently popular K-12 educational resources as possible. The resources provided are broken into five categories: 1) Career Information, 2) Curriculum, 3) Competitions, 4) CyberCamps, and 5) Labs and Gaming. Each resource listed has a link, the K-12 levels that are supported, whether the resource is free or has a …


Can Library Research Be Fun? Using Games For Information Literacy Instruction In Higher Education, Jennifer Young Jul 2016

Can Library Research Be Fun? Using Games For Information Literacy Instruction In Higher Education, Jennifer Young

Georgia Library Quarterly

Collectively, the world's population spends about 3 billion hours a week playing video games. To reach game-playing audiences of all ages, educators, including library instructors, are embracing game-based learning to engage and motivate students the same way that games do. In looking at the collective wisdom on what makes a good game, and providing concrete examples of library gaming projects, this paper discusses the best practices for creating virtual and virtual-reality hybrid games for bibliographic instruction. The author explores the literature on gamification and games used for teaching information literacy in higher education, and provides recommendations gleaned from existing research …