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abstract

Criminal Investigations: An InteractiveExperience to Improve Student Engagement and Achievement in Cybersecurity courses

Published: 05 March 2021 Publication History

Abstract

This poster presents Criminal Investigations, a text-based interactive activity designed to teach and assess reverse-engineering and firmware analysis skills in upper-division undergraduate cybersecurity courses. The activity incorporates elements of game design such as storytelling, experience points (XP), and just-in-time learning content delivery to increase student engagement and learning. Criminal Investigations is implemented as an easily accessible web-based application, deployed in a cloud-based environment.

References

[1]
Muhammad Rizwan Asghar and Andrew Luxton-Reilly. 2018. Teaching Cyber Security Using Competitive Software Obfuscation and Reverse Engineering Activities. In Proceedings of SIGCSE '18 (Baltimore, Maryland, USA). 179--184.
[2]
Patrick Buckley and Elaine Doyle. 2016. Gamification and student motivation. Interactive Learning Environments 24, 6 (2016), 1162--1175.
[3]
Chengcheng Li and Rucha Kulkarni. 2016. Survey of Cybersecurity Education through Gamification. In 2016 ASEE Annual Conf. & Expo. New Orleans, Louisiana.
[4]
Katie Salen and Eric Zimmerman. 2003. Rules of Play: Game Design Fundamentals. The MIT Press.
[5]
William Crumpler. 2019. The Cybersecurity Workforce Gap. https://bit.ly/2IZ5snw.

Cited By

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  • (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

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  1. Criminal Investigations: An InteractiveExperience to Improve Student Engagement and Achievement in Cybersecurity courses

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      Published In

      cover image ACM Conferences
      SIGCSE '21: Proceedings of the 52nd ACM Technical Symposium on Computer Science Education
      March 2021
      1454 pages
      ISBN:9781450380621
      DOI:10.1145/3408877
      Permission to make digital or hard copies of part or all 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 third-party components of this work must be honored. For all other uses, contact the Owner/Author.

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      Association for Computing Machinery

      New York, NY, United States

      Publication History

      Published: 05 March 2021

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      Author Tags

      1. cybersecurity
      2. education
      3. engagement
      4. gamification
      5. interactive

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      Funding Sources

      • National Science Foundation

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      SIGCSE '21
      Sponsor:

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      Overall Acceptance Rate 1,595 of 4,542 submissions, 35%

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      SIGCSE TS 2025
      The 56th ACM Technical Symposium on Computer Science Education
      February 26 - March 1, 2025
      Pittsburgh , PA , USA

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      Cited By

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      • (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

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