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Scholarship of Teaching and Learning

Kennesaw State University

Pedagogy

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Full-Text Articles in Education

A Systematic Mapping Study On Gamification Applications For Undergraduate Cybersecurity Education, Sherri Weitl-Harms, Adam Spanier, John Hastings, Matthew Rokusek Jul 2023

A Systematic Mapping Study On Gamification Applications For Undergraduate Cybersecurity Education, Sherri Weitl-Harms, Adam Spanier, John Hastings, Matthew Rokusek

Journal of Cybersecurity Education, Research and Practice

Gamification in education presents a number of benefits that can theoretically facilitate higher engagement and motivation among students when learning complex, technical concepts. As an innovative, high-potential educational tool, many educators and researchers are attempting to implement more effective gamification into undergraduate coursework. Cyber Security Operations (CSO) education is no exception. CSO education traditionally requires comprehension of complex concepts requiring a high level of technical and abstract thinking. By properly applying gamification to complex CSO concepts, engagement in students should see an increase. While an increase is expected, no comprehensive study of CSO gamification applications (GA) has yet been undertaken …


Reframing Writing Instruction In Physical Learning Environments: Making Connections Between Digital And Nondigital Technologies, André C. Buchenot, Tiffany Roman Aug 2019

Reframing Writing Instruction In Physical Learning Environments: Making Connections Between Digital And Nondigital Technologies, André C. Buchenot, Tiffany Roman

Faculty and Research Publications

Physical learning environments offer many affordances that one can choose from when designing instruction. For courses where student writing is central to course learning outcomes, a challenge exists in that innovative digital technologies may take precedence over nondigital tools, such as paper-based student writing. We argue that treating student writing as a technology can increase opportunities for active learning within physical learning environments. In this article, we describe an approach to writing instruction that builds intentional connections between paper-based texts and digital technologies to increase opportunities for active learning. We explain the rationale for the design decisions in an introductory …


Virtual Reality As A Pedagogical Tool To Design For Social Impact: A Design Case, Tiffany Roman, Jon Racek Dec 2018

Virtual Reality As A Pedagogical Tool To Design For Social Impact: A Design Case, Tiffany Roman, Jon Racek

Faculty and Research Publications

Three-dimensional (3-D) virtual environments have key affordances that can improve learning, particularly when context, culture, and pedagogical aims are aligned to a given learning situation. One challenge in detailing effective uses of 3-D virtual environments in teaching and learning contexts is that the design judgments involved are not always made explicit. We argue that the transparency of design judgments, as it relates to the use of 3-D virtual environments, are critically important. This article advances scholarship of emerging technologies by detailing the design judgments of a university instructor within a Design for Social Impact cross-disciplinary course. To address learner needs …