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Survey of Cybersecurity Education through Gamification

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Conference

2016 ASEE Annual Conference & Exposition

Location

New Orleans, Louisiana

Publication Date

June 26, 2016

Start Date

June 26, 2016

End Date

June 29, 2016

ISBN

978-0-692-68565-5

ISSN

2153-5965

Conference Session

Information and Network Security

Tagged Division

Computing & Information Technology

Page Count

7

DOI

10.18260/p.25981

Permanent URL

https://peer.asee.org/25981

Download Count

1737

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Paper Authors

biography

Chengcheng Li University of Cincinnati

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Dr. Chengcheng Li received his PhD in Computer Science from Texas Tech University. He is currently an asociate professor in the School of IT at the University of Cincinnati. His research and teaching are primarily in the discipline of Cybersecurity.

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biography

Rucha Kulkarni University of Cincinnati

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Rucha Kulkarni holds MBA degree and has worked in an IT firm.
Presently perusing her Masters degree in Information Technology from University of Cincinnati.
She is doing her research in Cybersecurity under the guidance of Dr.Li.

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Abstract

Cybersecurity has been a hot topic as both the number and the scale of information breaches kept increasing in recent years. It is not surprising to see another high profile cyberattack leading to thousands of customer accounts stolen and millions of dollars lost because almost all the mid-sized and large companies are being constantly probed and attacked. Any weak link in the information defense mechanism may cause the compromise of the business data, which is considered the core of business. There is a strong need of a larger and professionally prepared cybersecurity workforce. It’s projected that the US is in an urgent demand of thousands of information security workers. Security engineering has been listed as one of the hottest jobs in the US with 34% increase till 2018. Cybersecurity is a highly applied discipline that requires graduates to have strong hands-on skills. The NSA has been active defining the cybersecurity education and research curricula and designate institutions to be the national center of excellence in IA (Information Assurance) Education. In the meantime, the NSF has established a number of grants to award projects that promote cybersecurity education and curriculum development. Some of these projects have reported success of teaching hands-on skills through gamification, a game-like learning environment. CTF (Capture-the-Flag) events are particularly successful attracting college students, even non-IT/CS major and high school students into cybersecurity. This paper summarizes the current popular gamification technologies and the practice of using CTF and competition projects in classroom teaching. Not only used in teaching, but can these gamification techniques used for evaluating student learning.

Li, C., & Kulkarni, R. (2016, June), Survey of Cybersecurity Education through Gamification Paper presented at 2016 ASEE Annual Conference & Exposition, New Orleans, Louisiana. 10.18260/p.25981

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