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Tyler Poe; Ankur Chattopadhyay – Education and Information Technologies, 2024
Existing research literature in computing and IT education shows that there has been limited work on investigating how offense based learning approaches using hacks can enhance learning of mobile security topics. In an effort to fill this research gap, we performed an experimental study with a unique, nifty user hack driven offense based learning…
Descriptors: Information Security, Computer Security, Telecommunications, Handheld Devices
Valarian Couch – ProQuest LLC, 2024
Internet-enabled tools, cloud-based platforms, and digital communication devices have revolutionized the educational landscape but this digital transformation has increased students' exposure to cyber risks and threats exponentially. The purpose of this quantitative correlational study was to investigate the relationship between technology…
Descriptors: Elementary School Students, Middle School Students, Secondary School Students, Parents
Adiv Gal – Education, Citizenship and Social Justice, 2025
This qualitative study examined the perceptions of 42 fifth-grade students (ages 11-12) along with 8 staff members, 9 ornithologists, and 10 high-tech experts who participated in a hackathon event. This was the culmination of a learning process designed to find environmental, technological, and humane solutions to the competition between the…
Descriptors: Computer Science, Grade 5, Elementary School Students, Group Activities
Maureen Namukasa; Bhoomin B. Chauhan; Carlie Swords; Curtice Gough; Weronika Dymanus; Catherine Diresta; John Vitali; Vivek Sharma; T. J. OConnor; Meredith Carroll – Journal of Cybersecurity Education, Research and Practice, 2025
This study aimed to evaluate the effectiveness of an eight-module Cybersecurity course at increasing the learning outcomes of middle and high school students with little to no experience in Computer Science and Cybersecurity, including underrepresented minorities (URMs) in Cybersecurity. Twice we administered and evaluated the Cybersecurity…
Descriptors: Computer Security, Internet, Instructional Effectiveness, Middle School Students
Maja Videnovik; Tone Vold; Linda Kiønig; Vladimir Trajkovik – International Journal of Game-Based Learning, 2025
This study examines whether game-based learning can be used as a promising strategy for fostering students' engagement and motivation. Researchers investigate students' perceptions of the effectiveness of three educational games designed to teach cybersecurity in primary schools: an escape room-style game, a treasure hunt game, and a quiz…
Descriptors: Foreign Countries, Game Based Learning, Learner Engagement, Student Empowerment
Brown, Lynn – ProQuest LLC, 2023
Students need academic tools and digital skills for proper social interactions in a digital society. Researchers Ribble and Park (2019) designed the S3 Framework which stresses the importance of developing safe, savvy, and social digital citizens. Using this framework, a series of interventions were developed for students and staff to increase the…
Descriptors: Computer Security, Information Security, Safety, Citizenship
Shian-Shyong Tseng; Tsung-Yu Yang; Wen-Chung Shih; Bo-Yang Shan – Interactive Learning Environments, 2024
In this paper, to handle the problem of the quick evolution of cyber-security attacks, we developed the iMonsters board game and proposed the attack and defense knowledge self-evolving algorithm. Three versions of the iMonsters were launched in 2013, 2017, and 2019, respectively. Accordingly, the cyber-security ontology can be refined by the…
Descriptors: Educational Games, Computer Security, Computer Science Education, Game Based Learning
James J. Meadows III – ProQuest LLC, 2023
The purpose of this exploratory qualitative study was to explore the impacts security training experts believe implementing a mandatory gamified security awareness training curriculum in public middle schools will have on the long-term security behavior of students in Texas. My study addressed whether security training for teenagers will solve the…
Descriptors: Middle School Students, Public Schools, Gamification, Educational Games
Thomas, Kevin M.; Ivy, Jessica; Cook, Kristin; Kelley, Robert R. – Journal of Cybersecurity Education, Research and Practice, 2022
The purpose of this study was to examine the impact of a GenCyber camp curriculum on teachers' technology, pedagogy, and content knowledge (TPACK). The camp was designed to engage participants in developing the knowledge and skills to incorporate GenCyber Cybersecurity First Principles and GenCyber Cybersecurity Concepts (GenCyber, 2019) into…
Descriptors: Technological Literacy, Pedagogical Content Knowledge, Information Security, Computer Security
Eyuboglu, Fatma Aycan Binay; Yilmaz, Fatma Gizem Karaoglan – Education Quarterly Reviews, 2022
Individuals may encounter many negativities due to the misuse of computers and the Internet. Children suffer the most from these negativities. This situation necessitates parents who always protect and stand by their children, to become knowledgeable about the safe use of computers and the Internet. In this study, we examined the opinions of the…
Descriptors: Parent Attitudes, Internet, Computer Uses in Education, Child Safety
Xu, Zhen; Dawson, Kara; Antonenko, Pavlo; Koh, Do Hyong; Wusylko, Christine – Journal of Online Learning Research, 2022
This convergent mixed method study investigates learner engagement during a blended, transmedia curriculum called CryptoComics, which is designed to teach 3rd-5th graders about cryptology and cybersecurity. Curriculum design is presented through the lens of four engagement facilitators: (1) anchoring the curriculum with a comic book, (2) blending…
Descriptors: Learner Engagement, Elementary School Students, Curriculum Design, Cartoons

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