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Kari Johnson Cook – ProQuest LLC, 2022
Gamification and game-based learning have been used in the educational setting as an active learning strategy to increase student engagement. This study investigated the extent of the effect of gamification and game-based learning on student engagement of online Allied Health students in the Cultural and Ethical Influences course at Northwestern…
Descriptors: College Students, Gamification, Learner Engagement, Student Attitudes
Lee, Heesuk – ProQuest LLC, 2022
Many organizations are providing employee training to raise security awareness as data breaches increase. Organizational digital transformation has accelerated, especially during the COVID-19 outbreak. It has made the technology industry a prime target for cyberattacks. Although more organizations invest in cybersecurity training, data breaches…
Descriptors: Information Technology, Information Security, Employee Attitudes, Knowledge Level
Myra Colet DeVore Pierce – ProQuest LLC, 2024
Adults are faced daily with making financial decisions, some which are very difficult, therefore, more knowledge is necessary about personal finance to help adults make wise financial decisions. This study examined if there was a statistically significant difference in pretest and posttest scores from the Test for Financial Literacy (TFL) as well…
Descriptors: Game Based Learning, Financial Literacy, Scores, High School Students
Tam, Frankie L. – ProQuest LLC, 2023
Executive functions (EF) are important cognitive processing skills required for planning, reasoning, problem solving and self-monitoring. It is vital to various aspects of human development from behavioral, social-emotional to academic. There is an increasing interest in identifying and developing cognitive skills training interventions. Results…
Descriptors: Educational Technology, Executive Function, Game Based Learning, Intervention