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CHAPTER II

REVIEW OF RELATED LITERATURE

This review is intended as a timely introduction to current

thinking about the role of computer games in application of online

tutorial in supporting current generation’s learning inside and

out of academe. It highlights the key areas of research in the

field, in particular the increasing interest in pleasurable

learning, learning through doing and learning through

collaboration that games seem to offer. At same time, the review

takes a measured tone in acknowledging some of the obstacles and

challenges to using games within our current education system and

models of learning.

Celia Heritage (2018) this in-depth course is for people who are

serious about their family history and wish to learn all they can

about the records in order to learn even more about their ancestors

and their lives.

https://www.heritagefamilyhistory.co.uk/

Daniel DeFreez. (2012). Due to technological progress, today's

mobile phones have evolved into technically and functionally

sophisticated smartphones which have more in common with computers


than with the conventional phones. As a result of their popularity

and functionality, smartphones are a burgeoning target for

malicious activities In Android privacy; we undertake two aspects

such as user and developer.

http://ieeexplore.ieee.org/abstract/document/6359654/?reload=tru

Julia Duglebey (2000) The role of an online tutor is to guide

learners through the course so that they complete it successfully.

The tutor has a role as a facilitator of learning, leaving the

technology and other learners to deliver the content.

https://books.google.com.ph/books?id=BeSExinp7wYC&printsec=front

cover&dq=online+tutor&hl=en&sa=X&ved=0ahUKEwiGoejF-

v7ZAhUItJQKHRhuCw4QuwUIKzAA#v=onepage&q=online%20tutor&f=false

Terry Anderson (2008) Online learning has begun to embed itself as

a part of our educational environment, especially in the higher

education and training sectors. This increase is not limited to

the developed world; colleagues in the developing world are equally

enthusiastic about mediated learning for any number of reasons,

including expanding access and providing flexibility to

populations hungry for learning and training.


https://books.google.com.ph/books?id=RifNwzU3HR4C&printsec=front

cover&dq=online+learning&hl=en&sa=X&ved=0ahUKEwj459ut_P7ZAhWKNpQ

KHXIMASUQ6AEIKDAA#v=onepage&q=online%20learning&f=false

Vanessa Cooper, (2014). With the increased dependency on web

applications through mobile devices, malicious attack techniques

have now shifted from traditional web applications running on

desktop or laptop (allowing mouse click-based interactions) to

mobile applications running on mobile devices (allowing touch-

based interactions). Click-jacking is a type of malicious attack

originating in web applications, where victims are lured to click

on seemingly benign objects in web pages. However, when clicked,

unintended actions are performed without the user’s knowledge. In

particular, it is shown that users are lured to touch an object of

an application triggering unintended actions not actually intended

by victims. This new form of click-jacking on mobile devices is

called tap-jacking. Much of the research work has focused on

developing mitigation techniques on web application level click-

jacking issue. However, none of the research has thoroughly

investigated attacks and mitigation techniques due to tap-jacking

in mobile devices. In this thesis, we identify coding practices

that can be helpful for software practitioners to avoid malicious

attacks and define a detection techniques to prevent the


consequence of malicious attacks for the end users. We first find

out where tap-jacking attack type falls within the broader

literature of malware, in particular for Android malware. In this

direction, we propose a classification of Android malware.

http://digitalcommons.kennesaw.edu/cgi/viewcontent.cgi?article=1

632&context=etd