Cybersecurity Education: From Beginners to Advanced Players in Cybersecurity Competitions
Title | Cybersecurity Education: From Beginners to Advanced Players in Cybersecurity Competitions |
Publication Type | Conference Paper |
Year of Publication | 2019 |
Authors | Thomas, L. J., Balders, M., Countney, Z., Zhong, C., Yao, J., Xu, C. |
Conference Name | 2019 IEEE International Conference on Intelligence and Security Informatics (ISI) |
Date Published | July 2019 |
Publisher | IEEE |
ISBN Number | 978-1-7281-2504-6 |
Keywords | active learning, advanced players, capture-the-flag type tasks, college-level cybersecurity competition, computer aided instruction, computer science education, computer security, confidence level, cyber physical systems, cybersecurity competition, cybersecurity concepts, cybersecurity education, Educational institutions, Games, human factors, human-subject study, individual games, Interviews, learning needs, motivation, National Cyber League competition, novice players, player feedback, player interests, privacy, pubcrawl, security of data, student engagement, systematic training, Systematics, Task Analysis, team game, Tools, Training, undergraduate students |
Abstract | Cybersecurity competitions have been shown to be an effective approach for promoting student engagement through active learning in cybersecurity. Players can gain hands-on experience in puzzle-based or capture-the-flag type tasks that promote learning. However, novice players with limited prior knowledge in cybersecurity usually found difficult to have a clue to solve a problem and get frustrated at the early stage. To enhance student engagement, it is important to study the experiences of novices to better understand their learning needs. To achieve this goal, we conducted a 4-month longitudinal case study which involves 11 undergraduate students participating in a college-level cybersecurity competition, National Cyber League (NCL) competition. The competition includes two individual games and one team game. Questionnaires and in-person interviews were conducted before and after each game to collect the players' feedback on their experience, learning challenges and needs, and information about their motivation, interests and confidence level. The collected data demonstrate that the primary concern going into these competitions stemmed from a lack of knowledge regarding cybersecurity concepts and tools. Players' interests and confidence can be increased by going through systematic training. |
URL | https://ieeexplore.ieee.org/document/8823310 |
DOI | 10.1109/ISI.2019.8823310 |
Citation Key | thomas_cybersecurity_2019 |
- security of data
- learning needs
- motivation
- National Cyber League competition
- novice players
- player feedback
- player interests
- privacy
- pubcrawl
- Interviews
- student engagement
- systematic training
- Systematics
- Task Analysis
- team game
- tools
- Training
- undergraduate students
- cybersecurity competition
- advanced players
- capture-the-flag type tasks
- college-level cybersecurity competition
- computer aided instruction
- computer science education
- computer security
- confidence level
- cyber physical systems
- active learning
- cybersecurity concepts
- cybersecurity education
- Educational institutions
- Games
- Human Factors
- human-subject study
- individual games