About this paper

Appears in:
Pages: 1388-1393
Publication year: 2016
ISBN: 978-84-617-5895-1
ISSN: 2340-1095
doi: 10.21125/iceri.2016.1316

Conference name: 9th annual International Conference of Education, Research and Innovation
Dates: 14-16 November, 2016
Location: Seville, Spain

SERIOUS GAMES EXPERIENCE IN TEACHING CLOUD SECURITY

E.S. Ruboczki

Obuda University (HUNGARY)
Connection of learning and awareness is closer and smarter to each other if the experience can be usable during the education process. Applying any practice or roleplay elements to give information the acquired knowledge is got deeper meaning and is more perdurable. Beside the knowledge gained the knowledge process is learned. The individual learning process can be used in any new learning situation; this personal learning strategy can be well usable in any field of studying. The serious games can be got a higher level of awareness more than practice, game-experience can enchant the gamer and engage the gamer to ‘the’ game. The participant becomes active user to obtain positive feedback. The gamer wants to manage (sometimes control) the outcome of the game. Collecting the gamer’s feedback, user habits, statistics or usage provides a lot of information for reporting and analyzing the efficiency of the game. Cloud Computing is a widely used technology – and cloud security rules have to be kept by every user. A real challange is to make the users feel responsible for this security policy however they have no motivation to read at least the terms of use. Most of the cloud users need awareness how they live in the new IT era, and need informative and entertained learning methods. This paper concludes the benefits and advantages of gamification in using teaching cloud security, and presents some method elements, and what kind of information can be measurable about gamers in this field.
@InProceedings{RUBOCZKI2016SER,
author = {Ruboczki, E.S.},
title = {SERIOUS GAMES EXPERIENCE IN TEACHING CLOUD SECURITY},
series = {9th annual International Conference of Education, Research and Innovation},
booktitle = {ICERI2016 Proceedings},
isbn = {978-84-617-5895-1},
issn = {2340-1095},
doi = {10.21125/iceri.2016.1316},
url = {http://dx.doi.org/10.21125/iceri.2016.1316},
publisher = {IATED},
location = {Seville, Spain},
month = {14-16 November, 2016},
year = {2016},
pages = {1388-1393}}
TY - CONF
AU - E.S. Ruboczki
TI - SERIOUS GAMES EXPERIENCE IN TEACHING CLOUD SECURITY
SN - 978-84-617-5895-1/2340-1095
DO - 10.21125/iceri.2016.1316
PY - 2016
Y1 - 14-16 November, 2016
CI - Seville, Spain
JO - 9th annual International Conference of Education, Research and Innovation
JA - ICERI2016 Proceedings
SP - 1388
EP - 1393
ER -
E.S. Ruboczki (2016) SERIOUS GAMES EXPERIENCE IN TEACHING CLOUD SECURITY, ICERI2016 Proceedings, pp. 1388-1393.
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