@inproceedings{NeesStengelMeisteretal.2020, author = {Nees, Franz and Stengel, Ingo and Meister, Vera G. and Barton, Thomas and Herrmann, Frank and M{\"u}ller, Christian and Wolf, Martin}, title = {Angewandte Forschung in der Wirtschaftsinformatik 2020 : Tagungsband zur 33. AKWI-Jahrestagung am 14.09.2020, ausgerichtet von der Hochschule Karlsruhe - Wirtschaft und Technik / hrsg. von Franz Nees, Ingo Stengel, Vera G. Meister, Thomas Barton, Frank Herrmann, Christian M{\"u}ller, Martin R. Wolf}, publisher = {mana-Buch}, address = {Heide}, isbn = {978-3-944330-66-2}, doi = {10.15771/978-3-944330-66-2}, url = {http://nbn-resolving.de/urn:nbn:de:kobv:526-opus4-13840}, pages = {147 Seiten}, year = {2020}, abstract = {Tagungsbeitr{\"a}ge aus den Bereichen KI, Prozessorganisation und Plattformen f{\"u}r Gesch{\"a}ftsprozesse, Sicherheit und Datenschutz sowie Prototypen und Modelle.}, language = {de} } @incollection{IbanezSanchezWolf2020, author = {Ibanez-Sanchez, Gema and Wolf, Martin}, title = {Interactive Process Mining-Induced Change Management Methodology for Healthcare}, series = {Interactive Process Mining in Healthcare}, booktitle = {Interactive Process Mining in Healthcare}, publisher = {Springer}, address = {Cham}, isbn = {978-3-030-53993-1 (Online)}, doi = {10.1007/978-3-030-53993-1_16}, pages = {267 -- 293}, year = {2020}, abstract = {The adoption of the Digital Health Transformation is a tremendous paradigm change in health organizations, which is not a trivial process in reality. For that reason, in this chapter, it is proposed a methodology with the objective to generate a changing culture in healthcare organisations. Such a change culture is essential for the successful implementation of any supporting methods like Interactive Process Mining. It needs to incorporate (mostly) new ways of team-based and evidence-based approaches for solving structural problems in a digital healthcare environment.}, language = {en} } @article{KoehlerWolf2020, author = {K{\"o}hler, Klemens and Wolf, Martin}, title = {Organisatorische Maßnahmen zu Erh{\"o}hung der IT Sicherheit - Empfehlungen aus der Perspektive der Konflikttheorie}, number = {Preprint}, year = {2020}, abstract = {Die NATO definiert den Cyberspace als die "Umgebung, die durch physische und nicht-physische Bestandteile zum Speichern, {\"A}ndern, und Austauschen von Daten mit Hilfe von Computer-Netzwerken" [NATO CCDCOE]. Dar{\"u}ber hinaus ist es ein Medium menschlicher Interaktion. IT Angriffe sind feindselige, nichtkooperative Interaktionen, die mittels Konflikttheorie beschrieben werden k{\"o}nnen. Durch die Anwendung dieses Gedankengeb{\"a}udes auf IT Sicherheit von Organisationen k{\"o}nnen eine Reihe von Verbesserungen in Unternehmen identifiziert werden.}, language = {de} } @article{RoepkeKoehlerDruryetal.2020, author = {Roepke, Rene and K{\"o}hler, Klemens and Drury, Vincent and Schroeder, Ulrik and Wolf, Martin and Meyer, Ulrike}, title = {A pond full of phishing games - analysis of learning games for anti-phishing education}, series = {Model-driven Simulation and Training Environments for Cybersecurity. MSTEC 2020}, journal = {Model-driven Simulation and Training Environments for Cybersecurity. MSTEC 2020}, publisher = {Springer}, address = {Cham}, isbn = {978-3-030-62433-0}, doi = {10.1007/978-3-030-62433-0_32020}, pages = {41 -- 60}, year = {2020}, abstract = {Game-based learning is a promising approach to anti-phishing education, as it fosters motivation and can help reduce the perceived difficulty of the educational material. Over the years, several prototypes for game-based applications have been proposed, that follow different approaches in content selection, presentation, and game mechanics. In this paper, a literature and product review of existing learning games is presented. Based on research papers and accessible applications, an in-depth analysis was conducted, encompassing target groups, educational contexts, learning goals based on Bloom's Revised Taxonomy, and learning content. As a result of this review, we created the publications on games (POG) data set for the domain of anti-phishing education. While there are games that can convey factual and conceptual knowledge, we find that most games are either unavailable, fail to convey procedural knowledge or lack technical depth. Thus, we identify potential areas of improvement for games suitable for end-users in informal learning contexts.}, language = {en} }