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Enhancing cybersecurity skills by creating serious games

2018/04/03 by Valdemar Švábenský, Jan Vykopal, Milan Cermak +1 · 1 citation
Computer Science · Engineering · #Adversary #Complement (music) #Experimental Learning in Engineering #Field (mathematics) #Information and Cyber Security #Key (lock) #Quality (philosophy) #Set (abstract data type) #Teaching and Learning Programming #cs.CY

paper · pdf · doi:10.1145/3197091.3197123

ACM ITiCSE 2018 conference, 6 pages, 1 figure, 2 tables

arxiv created 2018/04/03 · arxiv updated 2018/04/11 · openalex created_date 2018/04/24 · openalex publication_date 2018/06/20 · openalex updated_date 2026/08/05

Abstract

Adversary thinking is an essential skill for cybersecurity experts, enabling them to understand cyber attacks and set up effective defenses. While this skill is commonly exercised by Capture the Flag games and hands-on activities, we complement these approaches with a key innovation: undergraduate students learn methods of network attack and defense by creating educational games in a cyber range. In this paper, we present the design of two courses, instruction and assessment techniques, as well as our observations over the last three semesters. The students report they had a unique opportunity to deeply understand the topic and practice their soft skills, as they presented their results at a faculty open day event. Their peers, who played the created games, rated the quality and educational value of the games overwhelmingly positively. Moreover, the open day raised awareness about cybersecurity and research and development in this field at our faculty. We believe that sharing our teaching experience will be valuable for instructors planning to introduce active learning of cybersecurity and adversary thinking.

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