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Intro
Preface
Organization
Contents
A Roadmap for Building Resilience
A Brief History and Overview of WISE
Innovation in Curricula
Formation of General Professional Competencies in Academic Training of Information Security Professionals
1 Introduction
2 Basic Concepts and Definitions
3 Competency Model "A" and Competencies Structure
4 Structure of Groups of GPCs and PCs
5 Basic GPCs
6 Training Modules for Implementing Basic GPCs
7 Conclusion
References

Electronic Voting Technology Inspired Interactive Teaching and Learning Pedagogy and Curriculum Development for Cybersecurity Education
1 Introduction
2 Related Work
2.1 Mutual-Restraining E-voting
3 Modules Mapped Directly from E-voting
3.1 Relationship to CSEC2017
4 Module Format and Construction
4.1 Interactive Lecturing
4.2 Interactive Class Projects
4.3 Interactive Self-study and Evaluation
4.4 Interactive Topic/Class Evaluation
4.5 Summary of Topics, Projects, and Interactive Modules
5 Conclusions
References
Teaching Methods and Tools

Minimizing Cognitive Overload in Cybersecurity Learning Materials: An Experimental Study Using Eye-Tracking
1 Introduction
2 Theoretical Model
3 Literature Review
3.1 Cognitive Load Theory
3.2 Bloom's Taxonomy Cognitive Levels
3.3 Design Principles of Segmentation & Interactivity
3.4 Eye-Tracking and Cognitive Load
4 Research Method
4.1 Learning Materials
4.2 Research Design
4.3 Research Design
5 Conclusion and Future Work
References
A Layered Model for Building Cyber Defense Training Capacity
1 Introduction
2 Research Methodology

2.1 Primary Research Methodologies
2.2 Secondary Research
3 Infrastructure
4 Contextual
5 Programmatic
6 Societal
7 Conclusion
References
Measuring Self-efficacy in Secure Programming
1 Introduction
2 Background and Related Work
3 Study 1: Developing and Validating the Secure Programming Self-Efficacy Scale
4 Study 2: Examining the Predictive Validity of the Secure Programming Self-Efficacy Scale
5 Conclusion
5.1 Limitations and Future Work
References
End-User Security
Children's Awareness of Digital Wellness: A Serious Games Approach

1 Introduction
2 Related Literature
2.1 Digital Wellness
2.2 Digital Wellness Awareness for Children
2.3 Serious Games
3 Overview of the Game
4 Expert Review and Validation
5 Conclusion and Future Work
References
Environmental Uncertainty and End-User Security Behaviour: A Study During the COVID-19 Pandemic
1 Introduction
2 Literature Review
2.1 Theories Related to Information Security Behaviour
2.2 Protection Motivation Theory
2.3 Theory of Planned Behaviour
2.4 Intentions and Security Behaviour
3 Hypotheses Development

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