2020
DOI: 10.21125/inted.2020.0788
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Cyber Escape Room: An Educational 3d Escape Room Game Within a Cyber Range Training Realm

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Cited by 6 publications
(4 citation statements)
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“…Existing tools are either oversimplified or too complex for individuals to pick up and play, so we developed a game meeting the opportunity of joining a robust multi-factor waste generation and management model with ease of use and clear, rapid feedback to users. In this educationally-focused tool [64][65][66], students and policymakers may engage with the waste chain of a virtual city, changing model parameters and observing their affect on waste management performance through the use of visible key performance indicators. The game itself is built upon a robustly-defined multi-criteria decision-making problem comprising multiple variables.…”
Section: Discussionmentioning
confidence: 99%
“…Existing tools are either oversimplified or too complex for individuals to pick up and play, so we developed a game meeting the opportunity of joining a robust multi-factor waste generation and management model with ease of use and clear, rapid feedback to users. In this educationally-focused tool [64][65][66], students and policymakers may engage with the waste chain of a virtual city, changing model parameters and observing their affect on waste management performance through the use of visible key performance indicators. The game itself is built upon a robustly-defined multi-criteria decision-making problem comprising multiple variables.…”
Section: Discussionmentioning
confidence: 99%
“…With the rise of the Metaverse, game designers are creating more immersive and interactive games that take advantage of the social and creative aspects of virtual worlds. As a result, gamification is becoming more popular in areas such as education, fitness and marketing (Avraamidou et al, 2019; Capellán-Pérez et al, 2019; Oppong-Tawiah et al, 2020; Pappas et al, 2020; Pappas et al, 2022c; Strzebkowski et al, 2018).…”
Section: Metaverse and Solid Waste Managementmentioning
confidence: 99%
“…At the same time, the students not only acquire knowledge in their fields [14], but also learn in a "serious" fun way [15]. Some serious games can be used as virtual labs where experimentation can take place and based on this digital experience [16] and students can be assessed by their instructors [17]. This way, institutions can lower their operating expenses by limiting the purchases in expensive, specialized equipment since students will be using reusable enabling technology to generate flexible digital and simulated equipment.…”
Section: Serious and Simulation Games In Education And Trainingmentioning
confidence: 99%
“…These worlds need not be purely physical. For example, IoT can combine with technologies such as eXtended Reality (XR) to allow individuals to transcend the limitations of the physical, to engage in experiences taking place in dynamic and responsive virtual environments [17], allowing for participants to engage in new and unique experiences in comfort and safety of their own home.…”
Section: The Impact Of Iotmentioning
confidence: 99%