VYKOPAL, Jan and Miloš BARTÁK. On the Design of Security Games: From Frustrating to Engaging Learning. 2016.
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Basic information
Original name On the Design of Security Games: From Frustrating to Engaging Learning
Authors VYKOPAL, Jan (203 Czech Republic, guarantor, belonging to the institution) and Miloš BARTÁK (203 Czech Republic).
Edition 2016.
Other information
Original language English
Type of outcome Audiovisual works
Field of Study Informatics
Country of publisher United States of America
Confidentiality degree is not subject to a state or trade secret
WWW URL
RIV identification code RIV/00216224:14610/16:00087694
Organization Ústav výpočetní techniky – Repository – Repository
Keywords (in Czech) aktivní učení; kyberbezpečnost; CTF; návrh; uživatelské testování; KYPO
Keywords in English actilve learning; cyber security; CTF; design; user study; KYPO
Links VI20162019014, research and development project.
Changed by Changed by: RNDr. Daniel Jakubík, učo 139797. Changed: 3/9/2020 03:21.
Abstract
Hands-on cyber security training is generally accepted as an enjoyable and effective way of developing and practising skills that complement the knowledge gained by traditional education. At the same time, experience from organizing and participating in these events show that there is still room for making a larger impact on the learners, and providing more engaging and beneficial learning. In particular, the area of the game and exercise design is not sufficiently well-developed. There is no comprehensive methodology or best practices that can be used to prepare, test, and carry out events. We present the concept of a security game and lessons learned from a prototype game played by 260 participants. Based on the lessons, we describe the enhancements to the game design and a user study evaluating new game features. The results of the study show the importance of logging events which describe the course of the game. It also suggests what type of information can be estimated from the game logs and what can be found by other methods such as surveys.
Abstract (in Czech)
Praktická výuka v podobě cvičení a her je všeobecně považována za zábavnou a účinnou metodu rozvoje a procvičování dovedností v oblasti kyberbezpečnosti. Zkušenosti z přípravy této výuky a z účasti v některých cvičeních ukazují, že je zde stále prostor pro zvýšení výukového dopadu této metody na studenty. Zejména oblast návrhu cvičení a bezpečnostních her je v počátcích, např. neexistuje metodika nebo souhrn nejlepší praxe, které by učitel mohl využít při přípravě, testování a realizaci výukové aktivity. V článku představujeme koncept bezpečnostní hry a zkušenosti získané hraním prototypové hry 260 účastníky. Na základě těchto zkušeností jsme hru rozšířili a připravili uživatelské testování, jehož cílem bylo zhodnotit přínosy nových rozšíření. Výsledky testování ukázaly důležitost zaznamenávání akcí studentů během hry a jaké informace je možné získat jinými metodami, např. dotazníkovým šetřením.
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2016-USENIX-ASE-design-security-games-paper.pdf Licence Creative Commons  File version 3/9/2020

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2016-USENIX-ASE-design-security-games-presentation.pdf Licence Creative Commons  File version 3/9/2020

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Address within Manager for the users outside IS
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Uploaded/Created
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  • anyone on the Internet
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Right to administer:
  • a concrete person Mgr. Lucie Vařechová, uco 106253
  • a concrete person RNDr. Daniel Jakubík, uco 139797
  • a concrete person Mgr. Jolana Surýnková, uco 220973
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