Refine
Year of publication
- 2020 (227) (remove)
Document Type
- Article (124)
- Conference Proceeding (55)
- Part of a Book (16)
- Book (9)
- Review (7)
- Doctoral Thesis (3)
- Other (3)
- Patent (3)
- Administrative publication (3)
- Contribution to a Periodical (1)
- Part of Periodical (1)
- Poster (1)
- Report (1)
Language
- English (157)
- German (68)
- Multiple languages (1)
- nld (1)
Keywords
- Amtliche Mitteilung (3)
- MINLP (3)
- Additive manufacturing (2)
- Adjacent buildings (2)
- Experimental validation (2)
- Historical centres (2)
- INODIS (2)
- SIJ (2)
- Shake table test (2)
- Solar-Institut Jülich (2)
- Stone masonry (2)
- Verwaltungs- und Benutzungsordnung (2)
- 3D printing (1)
- Acceptance (1)
- Adaptive control (1)
- Anwendungsorientierter Forschungsansatz (1)
- Aufhebungsordnung (1)
- Biofuel (1)
- Biorefinery (1)
- Blind prediction competition (1)
Institute
- Fachbereich Medizintechnik und Technomathematik (52)
- Fachbereich Energietechnik (34)
- IfB - Institut für Bioengineering (33)
- Fachbereich Luft- und Raumfahrttechnik (31)
- Fachbereich Wirtschaftswissenschaften (31)
- Fachbereich Elektrotechnik und Informationstechnik (29)
- ECSM European Center for Sustainable Mobility (17)
- Fachbereich Maschinenbau und Mechatronik (17)
- Fachbereich Bauingenieurwesen (14)
- Fachbereich Chemie und Biotechnologie (13)
- Solar-Institut Jülich (13)
- INB - Institut für Nano- und Biotechnologien (12)
- Institut fuer Angewandte Polymerchemie (7)
- MASKOR Institut für Mobile Autonome Systeme und Kognitive Robotik (6)
- Nowum-Energy (6)
- FH Aachen (4)
- IBB - Institut für Baustoffe und Baukonstruktionen (3)
- IaAM - Institut für angewandte Automation und Mechatronik (3)
- Arbeitsstelle fuer Hochschuldidaktik und Studienberatung (1)
- Fachbereich Architektur (1)
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.