网络安全教育游戏设计中的观察与机遇

P. Gestwicki, Kaleb Stumbaugh
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引用次数: 12

摘要

我们确定了网络安全教育中的三个挑战,可以通过基于游戏的学习来解决:传递网络安全基础知识,评估理解,以及招聘和保留专业人员。通过将已建立的网络安全认识论与教育游戏设计的最佳实践相结合,我们能够定义关于网络安全教育游戏状态的四个研究问题。我们的注意力集中在12-18岁的游戏上,而不是成人学习者或专业发展。我们通过四个研究问题的视角分析了21款游戏,包括明确设计用于教授网络安全概念的游戏以及具有网络安全主题的商业游戏;在缺乏这些游戏有效性的经验证据的情况下,我们的分析将这些游戏框定在教育游戏设计理论中。这一分析将游戏划分为三层:与网络安全教育内容无关的游戏(类型1);那些只包含多项选择的游戏(类型2);以及那些将网络安全目标整合到真实的游戏活动中的游戏(类型3)。这一分析揭示了新的尝试的机会,可以结合多个视角,并指导学习者从简单的游戏到更复杂的模拟。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Observations and opportunities in cybersecurity education game design
We identify three challenges in cybersecurity education that could be addressed through game-based learning: conveying cybersecurity fundamentals, assessment of understanding, and recruitment and retention of professionals. By combining established epistemologies for cybersecurity with documented best practices for educational game design, we are able to define four research questions about the state of cybersecurity education games. Our attention is focused on games for ages 12-18 rather than adult learners or professional development. We analyze 21 games through the lens of our four research questions, including games that are explicitly designed to teach cybersecurity concepts as well as commercial titles with cybersecurity themes; in the absence of empirical evidence of these games' efficacy, our analysis frames these games within educational game design theory. This analysis produces a three-tier taxonomy of games: those whose gameplay is not associated with cybersecurity education content (Type 1); those that integrate multiple-choice decisions only (Type 2); and those that integrate cybersecurity objectives into authentic gameplay activity (Type 3). This analysis reveals opportunities for new endeavors to incorporate multiple perspectives and to scaffold learners progression from the simple games to the more complex simulations.
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