Cybersecurity Education: From Beginners to Advanced Players in Cybersecurity Competitions

Lindsey J. Thomas, Moises Balders, Zach Countney, Chen Zhong, Jun Yao, Chunxia Xu
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引用次数: 11

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.
网络安全教育:从初学者到网络安全竞赛的高级选手
网络安全竞赛已被证明是通过网络安全主动学习促进学生参与的有效方法。玩家可以在谜题或夺旗任务中获得实践经验,从而促进学习。然而,网络安全知识有限的新手往往很难找到解决问题的线索,并在早期感到沮丧。为了提高学生的参与度,重要的是要研究新手的经验,以更好地了解他们的学习需求。为了实现这一目标,我们进行了一项为期4个月的纵向案例研究,其中包括11名参加大学级别网络安全竞赛——国家网络联盟(NCL)竞赛的本科生。比赛包括两场个人比赛和一场团体比赛。在每场比赛之前和之后进行问卷调查和面对面访谈,以收集球员对他们的经验,学习挑战和需求的反馈,以及他们的动机,兴趣和信心水平的信息。收集的数据表明,参加这些竞赛的主要问题源于缺乏对网络安全概念和工具的了解。通过系统的训练,可以提高球员的兴趣和信心。
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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