Development of a 2D Game application for learning network & security / Dapitan, Louell Royce; Farparan, Leonard Z.; Gonzales, Ram Carlo V. 6

By: Dapitan, Louell Royce; Farparan, Leonard Z.; Gonzales, Ram Carlo V. 4 0 16, [, ] | [, ] |
Contributor(s): 5 6 [] |
Language: Unknown language code Summary language: Unknown language code Original language: Unknown language code Series: ; August 2022.46Edition: Description: 28 cm. viii; 83 ppContent type: text Media type: unmediated Carrier type: volumeISBN: ISSN: 2Other title: 6 []Uniform titles: | | Related works: 1 40 6 []Subject(s): -- 2 -- 0 -- -- | -- 2 -- 0 -- 6 -- | 2 0 -- | -- -- 20 -- | | -- -- -- -- 20 -- | -- -- -- 20 -- --Genre/Form: -- 2 -- Additional physical formats: DDC classification: | LOC classification: | | 2Other classification:
Contents:
Action note: In: Summary: ABSTRACT: In adeptly learning computer networks, realizing the procedural skills needed and creating a semantic link to an abstract concept is a challenge to all learners pursuing the study as well as teachers and tutors at educating networking lessons. The problem has been more recognized during the 2020 pandemic where most of the classes are conducted online. Teaching complicated concepts without providing visualization present in a laboratory environment can be seen as ineffective to some learners - leaving them with such abstract and abrupt ideas. In some scenarios, providing a nice laboratory for newcomers can be costly to most educational institutions and to said probationers. In this paper, the research aims to develop a 2D game application with the objective of promoting an interactive way of learning advanced networking concepts while disseminating awareness on network security threats. This is to familiarize learners with the risk of such threats and to learn ways to prevent these attacks. The game application was play tested with thirty-five (35) BSIT students from Pamantasan ng Lungsod ng Maynila which shows promising feedback. It was concluded that most students find the gamification effective - delivering a more interactive way of learning networking concepts and keeping them aware of network threats. Other editions:
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Item type Current location Home library Collection Call number Status Date due Barcode Item holds
Book PLM
PLM
Filipiniana Section
Filipiniana-Thesis T T58.5.D37.2023 (Browse shelf) Available FT7721
Total holds: 0

Undergraduate Thesis (Bachelor of Science in Information Technology) - Pamantasan ng Lungsod ng Maynila, 2022. 56

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ABSTRACT: In adeptly learning computer networks, realizing the procedural skills needed and creating a semantic link to an abstract concept is a challenge to all learners pursuing the study as well as teachers and tutors at educating networking lessons. The problem has been more recognized during the 2020 pandemic where most of the classes are conducted online. Teaching complicated concepts without providing visualization present in a laboratory environment can be seen as ineffective to some learners - leaving them with such abstract and abrupt ideas. In some scenarios, providing a nice laboratory for newcomers can be costly to most educational institutions and to said probationers. In this paper, the research aims to develop a 2D game application with the objective of promoting an interactive way of learning advanced networking concepts while disseminating awareness on network security threats. This is to familiarize learners with the risk of such threats and to learn ways to prevent these attacks. The game application was play tested with thirty-five (35) BSIT students from Pamantasan ng Lungsod ng Maynila which shows promising feedback. It was concluded that most students find the gamification effective - delivering a more interactive way of learning networking concepts and keeping them aware of network threats.

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