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All Outputs (4)

The gamification of cybersecurity training (2017)
Conference Proceeding
Coull, N., Donald, I., Ferguson, I., Keane, E., Mitchell, T., Smith, O. V., …Tomkins, P. (2017). The gamification of cybersecurity training. In F. Tian, C. Gatzidis, A. El Rhalibi, W. Tang, & F. Charles (Eds.), E-learning and games (108--111). https://doi.org/10.1007/978-3-319-65849-0_13

Due to the rapidly and continued evolving nature of technology, there is a constant need to update police officers{\textquoteright} training in cyber security to ensure that the UK continues to be a secure place to live and do business. Rather than d... Read More about The gamification of cybersecurity training.

Project sanitarium: playing tuberculosis to its end game (2017)
Journal Article
Donald, I., Meyer, K. A., Brengman, J., Gillespie, S. H., & Bowness, R. (2017). Project sanitarium: playing tuberculosis to its end game. Journal of Computing in Higher Education, 29, 599--617. https://doi.org/10.1007/s12528-017-9145-1

Interdisciplinary and collaborative projects between industry and academia provide exceptional opportunities for learning. Project Sanitarium is a serious game for Windows PC and Tablet which aims to embed learning about tuberculosis (TB) through the... Read More about Project sanitarium: playing tuberculosis to its end game.

On the use of serious games technology to facilitate large-scale training in cybercrime response (2017)
Journal Article
Coull, N., Donald, I., Ferguson, I., Keane, E., Mitchell, T., Smith, O. V., …Tomkins, P. (2017). On the use of serious games technology to facilitate large-scale training in cybercrime response. European Police Science and Research Bulletin, Special Conference Edition, 123--130

As technology becomes pervasive in everyday life, there are very few crimes that don’t have some ‘cyber’ element to them. The vast majority of crime now has some digital footprint; whether it’s from a CCTV camera, mobile phone or IoT device, there ex... Read More about On the use of serious games technology to facilitate large-scale training in cybercrime response.

Glitchspace: teaching programming through puzzles in cyberspace (2017)
Conference Proceeding
Donald, I., & MacLeod, K. (2017). Glitchspace: teaching programming through puzzles in cyberspace. In M. Pivec, & J. Grundler (Eds.), Proceedings of the 11th European Conference on Games Based Learning, ECGBL 2017 (148--154)

There is an increasing need to address the player experience in games-based learning. Whilst games offer enormous potential as learning experiences, the balance between entertainment and education must be carefully designed and delivered. Successful... Read More about Glitchspace: teaching programming through puzzles in cyberspace.