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An Online Gamified Learning Platform for Teaching Cybersecurity and More

Published: 06 October 2021 Publication History

Abstract

We present an online gamified learning platform for computer science and cybersecurity education. Exercises within the platform revolve around a custom game wherein students can demonstrate learned skills regarding password security, web security, traffic analysis, reverse engineering, cryptanalysis, and much more. We describe some key features that together make our platform novel, including its distributed infrastructure, game engine, integrated development environment, automated feedback system, and support for individualization. We demonstrate how these features assist in the learning process --- both in theory and in practice --- and report on the use of the platform in a cybersecurity course.

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Cited By

View all
  • (2024)ICT Security through Games2024 IEEE 22nd World Symposium on Applied Machine Intelligence and Informatics (SAMI)10.1109/SAMI60510.2024.10432807(000447-000454)Online publication date: 25-Jan-2024
  • (2024)Gamification in cybersecurity education; a state of the art review and research agendaJournal of Applied Research in Higher Education10.1108/JARHE-02-2024-0072Online publication date: 10-Jun-2024
  • (2022)Teaching effective Cybersecurity through escape the classroom paradigm2022 IEEE Global Engineering Education Conference (EDUCON)10.1109/EDUCON52537.2022.9766684(17-23)Online publication date: 28-Mar-2022

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        cover image ACM Conferences
        SIGITE '21: Proceedings of the 22nd Annual Conference on Information Technology Education
        October 2021
        165 pages
        ISBN:9781450383554
        DOI:10.1145/3450329
        Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than the author(s) must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected].

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        New York, NY, United States

        Publication History

        Published: 06 October 2021

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        Author Tags

        1. cybersecurity
        2. distance learning
        3. gamification
        4. learning platform

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        View all
        • (2024)ICT Security through Games2024 IEEE 22nd World Symposium on Applied Machine Intelligence and Informatics (SAMI)10.1109/SAMI60510.2024.10432807(000447-000454)Online publication date: 25-Jan-2024
        • (2024)Gamification in cybersecurity education; a state of the art review and research agendaJournal of Applied Research in Higher Education10.1108/JARHE-02-2024-0072Online publication date: 10-Jun-2024
        • (2022)Teaching effective Cybersecurity through escape the classroom paradigm2022 IEEE Global Engineering Education Conference (EDUCON)10.1109/EDUCON52537.2022.9766684(17-23)Online publication date: 28-Mar-2022

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