CYBER SECURITY AND SERIOUS GAMES IN THE EDUCATIONAL PROCESS – AN EXPLORATORY STUDY OF THE LEARNING AND TECHNICAL PARAMETERS

Author(s):  
Andrej Jerman Blazic
2020 ◽  
Vol 2 (10) ◽  
pp. 158-168
Author(s):  
Svitlana Shevchenko ◽  
Yuliia Zhdanovа ◽  
Svitlana Spasiteleva ◽  
Pavlo Skladannyi

This article examines the problem of implementing active teaching methods for students majoring in 125 Cybersecurity. The study of qualitative analysis of information security risks (IS) is presented on the example of studying the discipline "Risk Theory", namely the use of SWOT-analysis tools for risk assessment in the field of IS of small and medium business. General relevance and possibilities of using SWOT-analysis in the field of IS risk to study the internal environment of the organization, its strengths and weaknesses with the definition of enterprise strategies in the external environment: confronting threats to secure information (confidentiality, availability and integrity), and other its development. Based on scientific sources, the main research of the definition is analyzed: IS risks, risk analysis and their quality assessment. The content and procedure of SWOT-analysis are described. Using forms of group work and active methods (trainings) in the educational process, the basic factors for SWOT-analysis of the virtual organization "Internet Provider" were created, methodical expert assessments were conducted to identify the primary features of these factors, the analysis of the results was obtained.It is proved that the introduction of this technology in the educational process promotes the development of theoretical knowledge and the formation and development of practical skills of future specialists in information and cyber security


2020 ◽  
Vol 30 (3) ◽  
pp. 257-270
Author(s):  
Jakub Lickiewicz ◽  
Patricia Paulsen Hughes ◽  
Marta Makara-Studzińska

The impact of computer games on human functioning has become the sub­ject of many studies and scientific reports. With the development of technol­ogy, games have transcended boards and become part of the video entertain­ment industry. However, technology did not end traditional games. It was only a matter of time before games were extended to other areas of life. Because games were so popular, educators found that students engage quickly with educational games. The article explains the aspects of serious games (SG), which are defined as digital games used for purposes other than entertain­ment. It describes the areas in which games can be used in the educational process, their effectiveness, and controversies regarding their use.


2022 ◽  
pp. 1938-1947
Author(s):  
Santa Dreimane ◽  
Reinis Upenieks

Educational scholars are implementing technologies into the educational process. They use virtual reality, simulations, augmented reality and other immersive technologies that provide entertainment and an interesting, immersive environment as well as engage and motivate students. The aim of this research is to understand the scope and the nature of studies where serious games for medical education are prospective research subjects for the development of learning motivation. There are specific research questions that are of interest to the authors: (1) how many studies are devoted to exploring how serious games and simulations develop learning motivation; (2) how many studies are devoted to medical education, especially continuing professional education; and (3) which professional fields are most reflected in the search results, and is interdisciplinary learning observed? To answer the research questions, a systematic analysis of publications was chosen as the research method. Altogether, 132 articles published from January 1, 2014 to December 31, 2018 were selected for the review.


2020 ◽  
pp. 67-73
Author(s):  
Olga Mikhailovna Truneva ◽  
Lyudmila Vladimirovna Munkoeva ◽  
Irina Vladimirovna Rubtsova

The experience of the urban secondary school on the development and implementation of its own model of the on-line multi-media library of environmental orientation as one of the clusters of multifunctional school information and library center is presented in the article. The purpose of the article is to consider the purpose, objectives, principles, expected outcomes of implementing this model, its structure, components, material and technical parameters and conditions of forming of networking cooperation between educational institutions, ready-to-use possibilities of multi-media library «ECO-school». The authors outline that in general, the multi-media library «ECO-school» is defined as a sphere of media education with special means and methods to ensure the educational process aimed at creating conditions for the implementation of students’ individual trajectories and expanding the digital space of extracurricular activities on the basis of networking cooperation. During the study the following methods were applied: analysis, observation, and comparison. The model developed by the MAEI "Secondary school №26" in Ulan-Ude of the Republic of Buryatia is considered in the article. It is based on the principles of introducing electronic resources based on the school library as a factor that directly affects the quality of education. It is concluded that on the one hand, the multi-media library provides remote access to information resources belonging to other subjects of the information space represented on the Internet. On the other hand, the multi-media library «ECO-school» forms information resources created directly at the school or by members of the network community. In addition, the article provides brief guidelines for the application of the on-line multi-media library resources in students’ extracurricular environment-related activity.


Author(s):  
Tetiana Luhova

The article substantiates the use of serious games for training in the specialty 061 Journalism. Serious games are viewed as information and communication technologies for training journalists. Well-known serious games of journalistic direction are analyzed. The role of serious games in the courses «Internet Journalism», «Blogging», «International Journalism», «Fact-Checking», «Art Journalism», etc. is determined. The project of a serious game «J-chess» for journalists using the universal modeling language (UML) is described. It identified the benefits of serious games for learning journalists: work the principles of active- and problem-based learning, a pleasant and deep immersion in professional issues and educational topics. Serious games are also a basis for strengthening the interdisciplinary links between mandatory and selective disciplines of journalists’ professional training. The content and principles of serious games contribute to reaching learning outcomes defined in the Higher Education Standard in journalism. It confirmed this by the four-year results of students' surveys. Problematic issues for the practice of serious games in the educational process are shown: digital inequality, availability of video games, lack of integration of serious games with electronic learning systems, students’ readiness to play, the didactic impact of the game, and ethical dilemmas. Emphasis is placed on the need to create methodological aids for serious games, determine their role and place in the discipline’s structure, formulate the principles and algorithms for pedagogical support of serious games. Solving these problems will promote the academic and practical training of future journalists through serious games, intensify the development of serious games, bring together the gaming industry and education. Integrating serious games with online learning will be the basis for trans-media learning. And this will increase the quality of education and the level of satisfaction of graduates and stakeholders.


2018 ◽  
Vol 53 (4) ◽  
pp. 35-46
Author(s):  
Lucie Kadlecová

The problem of attributing responsibility for cyber-attacks is almost as old ascyberspace itself, yet it remains one of the most troublesome issues of that domain. It is oftenimpossible to uncover direct evidence that would reveal the identities of the attackers. Investigatorsmust therefore rely on other, more indirect avenues of proof. The aim of this exploratory study is todevelop a basic categorisation of indirect evidence that can be used to attribute state responsibilityfor cyber-attacks in international relations. To do so, the article works with international legalconcepts but transposes them into the analysis of international relations. The categorization ofindirect proof is based on the Russian-Georgian conflict of 2008, which provides one of the richestarrays of this kind of evidence. The analysis identifies four kinds of indirect evidence: level ofcoordination, level of preparedness, state relations with the national hacker community, and stateconception of cyber-security.


Author(s):  
Maurice Hendrix ◽  
Ali Al-Sherbaz ◽  
Victoria Bloom

Security research and training is attracting a lot of investment and interest from governments and the private sector. Most efforts have focused on physical security, while cyber security or digital security has been given less importance. With recent high-profile attacks it has become clear that training in cyber security is needed. Serious Games have the capability to be effective tools for public engagement and behavioural change and role play games, are already used by security professionals. Thus cyber security seems especially well-suited to Serious Games. This paper investigates whether games can be effective cyber security training tools. The study is conducted by means of a structured literature review supplemented with a general web search.While there are early positive indications there is not yet enough evidence to draw any definite conclusions. There is a clear gap in target audience with almost all products and studies targeting the general public and very little attention given to IT professionals and managers. The products and studies also mostly work over a short period, while it is known that short-term interventions are not particularly effective at affecting behavioural change.


2008 ◽  
Vol 16 (1) ◽  
pp. 101-108 ◽  
Author(s):  
Denise Siqueira Péres ◽  
Laércio Joel Franco ◽  
Manoel Antônio dos Santos

Descriptive and exploratory study with the objective of knowing feelings and emotional reactions of women after the diagnosis of diabetes. Data were collected at a primary health care unit in Ribeirão Preto - SP, Brazil, through a semi-structured interview. Thematic content analysis was used for interpreting the data. The results showed that women's behavior after the diagnosis of diabetes was associated with feelings and emotional reactions that interfere with treatment adherence and which the health team needs to understand. In an educational process, it is not enough to offer information. Human behavior is extremely complex, going beyond the cognitive aspects, and is rooted in affective-emotional dispositions.


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