The Cybersecurity Packet Control Simulator: CSPCS

Neil Loftus, Cameron Green, Husnu S. Narman
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引用次数: 1

Abstract

Games have been used as a learning tool for centuries. Through game-based learning, students actively learn and practice the right way to do things. A project team at Marshall University created a web-based application to visually represent networking and cybersecurity concepts by using “gamification” techniques such as linear levels and visualization. The goal of this project is to assist the instruction of Computer Science students in internetworking and cybersecurity subjects through game-based learning and measure its effectiveness. The application has users control a simulated network environment and direct computer messages to explain internetworking and cybersecurity concepts. An experiment was conducted with a test group taking a pre-test and post-test after using the applications. These two sets of data were compared and analyzed to measure the effectiveness of the application. Testing results shown that the application improved the self-evaluated confidence of students by approximately 45%, regardless of the students’ self-reported learning style.
网络安全数据包控制模拟器:CSPCS
几个世纪以来,游戏一直被用作学习工具。通过以游戏为基础的学习,学生积极地学习和实践正确的做事方式。马歇尔大学的一个项目团队创建了一个基于网络的应用程序,通过使用线性关卡和可视化等“游戏化”技术,可视化地表示网络和网络安全概念。本计画的目标是透过游戏学习,协助计算机科学专业学生学习网路与网路安全科目,并衡量其成效。该应用程序让用户控制模拟的网络环境,并直接向计算机发送信息,以解释互联网络和网络安全概念。实验组在使用应用程序后分别进行前测和后测。对这两组数据进行比较和分析,以衡量应用程序的有效性。测试结果表明,无论学生自述的学习风格如何,该应用程序都将学生的自我评估信心提高了约45%。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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