Sökning: "computer game education"

Visar resultat 1 - 5 av 18 avhandlingar innehållade orden computer game education.

  1. 1. Visualising Security through Computer Games : Investigating Game-Based Instruction in ICT Security:an Experimental Approach

    Författare :Kjell Näckros; Louise Yngström; Helen Armstrong; Stockholms universitet; []
    Nyckelord :NATURVETENSKAP; NATURAL SCIENCES; ICT Security; Education; Game-Based Instruction; GBI; Computer Games; Game-Based Learning; GBL; Nonlinear; Linear; Learning Styles; Holist; Serialist; Knowledge; Vital Security Functions; VSF; Informatics; computer and systems science; Informatik; data- och systemvetenskap;

    Sammanfattning : This thesis investigates whether learning materials in the form of computer games can increase knowledge and comprehension in the area of ICT security.Through a series of experiments carried out in Sweden between the years 2000 and 2003, investigating theoretical knowledge as well as practical knowledge gained through a single-user computer game, data were collected and subjected to quantitative and qualitative analyses. LÄS MER

  2. 2. Simulated "real" worlds : Actions mediated through computer game play in science education

    Författare :Elisabet M. Nilsson; Malmö högskola; []
    Nyckelord :SAMHÄLLSVETENSKAP; SOCIAL SCIENCES; computer game play; science education; computer games; game-based learning; mediated action; empirical studies; Agent O; SimCity 4; computer game play science education computer games game-based learning; Agent O; empirical studies; SimCity 4; mediated action;

    Sammanfattning : Over the last decade, a great variety of visionary ideas and beliefs have been brought forward, regarding the potentials of using computer games as a tool for learning and mediation in educational settings. This thesis aims at contributing to research in this field, by empirically exploring what happens when students play and reflect on their computer game play in science education. LÄS MER

  3. 3. A blueprint for using commercial games off the shelf in defence training, education and research simulations

    Författare :Håkan Hasewinkel; Linköpings universitet; []
    Nyckelord :NATURVETENSKAP; NATURAL SCIENCES; Computer science; Datavetenskap;

    Sammanfattning : There are two types of simulations, those made for business and those made for pleasure. The underlying technology is usually the same, the difference being how and for what purpose the simulation is used. Often the two purposes can be combined. LÄS MER

  4. 4. Inclusive Digital Socialisation : Designs of Education and Computer Games in a Global Context

    Författare :Thomas Westin; Mats Danielson; Dimitris Grammenos; Stockholms universitet; []
    Nyckelord :SAMHÄLLSVETENSKAP; SOCIAL SCIENCES; computer games; education; socialisation; inclusion; exclusion; development; accessibility; Computer and Systems Sciences; data- och systemvetenskap;

    Sammanfattning : Digital socialisation is to learn the ways of living online, across national borders, local cultures and societies and has to be inclusive for equal participation. Conditions for this socialisation process are different due to both local and individual limitations. LÄS MER

  5. 5. Context-Based Micro-Training : Enhancing cybersecurity training for end-users

    Författare :Joakim Kävrestad; Marcus Nohlberg; Steven Furnell; Rose-Mharie Åhlfeldt; Lothar Fritsch; Högskolan i Skövde; []
    Nyckelord :TEKNIK OCH TEKNOLOGIER; ENGINEERING AND TECHNOLOGY; NATURVETENSKAP; NATURAL SCIENCES; cybersecurity; training; usable; security; user; education; awareness; Information Systems; Informationssystem IS ;

    Sammanfattning : This research addresses the human aspect of cybersecurity by developing a method for cybersecurity training of end-users. The reason for addressing that area is that human behaviour is widely regarded as one of the most used attack vectors. LÄS MER