In-service and prospective teachers’ conceptions of creativity
Requirements Engineering and Process Modelling in Software Quality Management— Towards a Generic Process Metamodel
A schematic representation of a Generic Process Metamodel (GPM) indicating facets contributed by Software Engineering, Computer Science, Information Systems, Mathematics, Linguistics, Sociology and Anthropology is concluded.
Usability, security and trust in password managers: A quest for user-centric properties and features
Deep and Meaningful E-Learning with Social Virtual Reality Environments in Higher Education: A Systematic Literature Review
Deep and meaningful learning (DML) in distant education should be an essential outcome of quality education. In this literature review, we focus on e-learning effectiveness along with the factors and…
Towards a contingency approach with whitelist- and blacklist-based anti-phishing applications: what do usability tests indicate?
- Linfeng Li, Eleni Berki, Marko Helenius, S. Ovaska
- Computer ScienceBehavior and Information Technology
- 1 November 2014
This work designed and conducted usability tests for two types of phishing-detection applications: blacklist-based and whitelist-based anti-phishing toolbars, and observed that, in many web browsing cases, a significant amount of useful and practical information for users is absent.
The Patras Blended Strategy Model for Deep and Meaningful Learning in Quality Life‑Long Distance Education
The authors present how the principles and attributes of deep and meaningful learning can be combined with project management in practice and be incorporated in an e-Learning quality strategy and first research evaluation results on the quality of learning.
Fostering Creative Thinking - What do Primary Teachers Recommend?
Background: The fostering of creative thinking has become a key target for Greek primary education and for music education in particular. Creativity researchers have proposed numerous recommendations…
TOWARD SUCCESSFULLY INTEGRATING MINI LEARNING GAMES INTO SOCIAL VIRTUAL REALITY ENVIRONMENTS – RECOMMENDATIONS FOR IMPROVING OPEN AND DISTANCE LEARNING
The paper authors illustrate how social virtual reality environments enable educators to create interactive exhibits and 3d content as well as entertaining social experiences of learning value in order to illustrate and visualize real Cybersecurity practices.
The Complete Alphabet of Quality Software Systems: Conflicts and Compromises
Ability to reliability, correctness to usability, expandability to zoticality span the range of people involved either as actors or ‘sufferers’, as users or as financiers.