Publication Date
In 2025 | 0 |
Since 2024 | 0 |
Since 2021 (last 5 years) | 0 |
Since 2016 (last 10 years) | 1 |
Since 2006 (last 20 years) | 3 |
Descriptor
Computer Software | 3 |
Familiarity | 3 |
Interviews | 3 |
Knowledge Level | 2 |
Qualitative Research | 2 |
Access to Computers | 1 |
Behavior Modification | 1 |
Business Administration… | 1 |
Case Studies | 1 |
College Faculty | 1 |
College Freshmen | 1 |
More ▼ |
Author
Cowie, Bronwen | 1 |
Ferrarelli, Lisabeth | 1 |
Games, Alex | 1 |
Hauser, Deanna Mae | 1 |
Hight, Craig | 1 |
Khoo, Elaine | 1 |
Torrens, Rob | 1 |
Publication Type
Journal Articles | 2 |
Dissertations/Theses -… | 1 |
Reports - Evaluative | 1 |
Reports - Research | 1 |
Education Level
Higher Education | 2 |
Middle Schools | 1 |
Postsecondary Education | 1 |
Audience
Location
Michigan | 1 |
New Zealand | 1 |
Laws, Policies, & Programs
Assessments and Surveys
What Works Clearinghouse Rating
Hauser, Deanna Mae – ProQuest LLC, 2017
Social engineers manipulate individuals into divulging confidential information or compromising personal or organizational security. The purpose of this qualitative case study was to examine the potential lack of social engineering awareness that affects employees at companies in southeastern Michigan. The research method consisted of interviews…
Descriptors: Engineering, Behavior Modification, Familiarity, College Faculty
Khoo, Elaine; Hight, Craig; Cowie, Bronwen; Torrens, Rob; Ferrarelli, Lisabeth – Journal of Open, Flexible and Distance Learning, 2014
In this paper, we explore the relationship between student success in acquiring software literacy and students' broader engagement and understanding of knowledge across different disciplines. We report on the first phase of a project that examines software literacies associated with Microsoft PowerPoint as a common software package encountered and…
Descriptors: Foreign Countries, Computer Literacy, Computer Software, College Freshmen
Games, Alex – E-Learning and Digital Media, 2010
This article examines the language and literacy practices of middle-school children as they worked toward constructing their own computer games using "Gamestar Mechanic," a game intended to teach them key ways of thinking and communicating germane to the discourse of game designers. It examines the changes that took place in what previous work…
Descriptors: Educational Games, Protocol Analysis, Familiarity, Discourse Analysis