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Using the Makerspace to Create Educational Open-source Software for Electrical Circuits: A Learning Experience
Virtual learning environments are a useful modality for engaging student...
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Why I killed my copper – Highlights about the FTTO in the ESR
FTTO means Fiber To The Office, in reference to FTTH (Fibre To The Home)...
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The Potential of Using Google Expeditions and Google Lens Tools under STEM-education in Ukraine
The expediency of using the augmented reality in the case of using of ST...
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The Concept of Cyber Defence Exercises (CDX): Planning, Execution, Evaluation
This paper discusses the concept of cyber defence exercises -CDX- that a...
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Developing Augmented Reality based Gaming Model to Teach Ethical Education in Primary Schools
Education sector is adopting new technologies for both teaching and lear...
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XR-Ed Framework: Designing Instruction-driven andLearner-centered Extended Reality Systems for Education
Recently, the HCI community has seen an increased interest in applying V...
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Enhancing Cybersecurity Skills by Creating Serious Games
Adversary thinking is an essential skill for cybersecurity experts, enab...
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Occurence of A Cyber Security Eco-System: A Nature Oriented Project and Evaluation of An Indirect Social Experiment
Because of todays technological developments and the influence of digital systems into every aspect of our lives, importance of cyber security improves more and more day-by-day. Projects, educational processes and seminars realized for this aim create and improve awareness among individuals and provide useful tools for growing equipped generations. The aim of this study is to focus on a cyber security eco-system, which was self-occurred within the interactive educational environment designed under the scope of TUBITAK 4004 Nature Education and Science Schools Projects (with the name of A Cyber Security Adventure) with the use of important technologies such as virtual reality, augmented reality, and artificial intelligence. The eco-system occurred within the interactive educational process where high school students took place caused both students and the project team to experience an indirect social experiment environment. In this sense, it is thought that the findings and comments presented in the study will give important ideas to everyone involved in cyber security education, life-long learning processes, and the technology use in software oriented educational tools.
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