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Articles 1 - 2 of 2
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
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 …
Implementing A Short-Term Field-Based Experiential Learning Activity: The Retail Scavenger Hunt, Pam Richardson, Rebeca Perren
Implementing A Short-Term Field-Based Experiential Learning Activity: The Retail Scavenger Hunt, Pam Richardson, Rebeca Perren
Atlantic Marketing Journal
This article introduces the Retail Scavenger Hunt (RSH)—a short-term field-based experiential learning activity. This flexible pedagogical tool enables students to experience first-hand what is commonly referred to in the consumer-packaged goods industry as “the store check.” Although initially designed as an instructor-led activity, the authors adapted the exercise during the pandemic to be executed as a self-directed, app-based field activity. As a result, this research can compare student impressions across implementation modes.