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Cyber Range and Cyber Defense Exercises: Gamification Meets University Students

Published: 04 December 2023 Publication History

Abstract

In the last decade, gamification has emerged as a valid alternative to more traditional learning processes both in academia and for professional training. Gamification has been successfully implemented in various disciplines to enhance the enjoyment and engagement of learning. This result can be achieved by providing challenges and quests, incentivizing task completion, and using role-playing games where learners assume different roles and perform tasks within a story format. In the case of cybersecurity, gamification can be introduced thanks to Capture The Flag (CTF) competitions or within virtual environments known as Cyber Ranges, where participants can test their skills on simulated networks, ICT systems, and other critical infrastructures. In this paper, we describe our experience with a cyber defender training activity proposed to computer science and computer engineering students. We organized lectures on cybersecurity, oriented towards developing problem-solving and practical skills. Then, we introduced gamification by running two on-site competitions: a Jeopardy CTF and a Cyber Defense Exercise.

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      cover image ACM Conferences
      Gamify 2023: Proceedings of the 2nd International Workshop on Gamification in Software Development, Verification, and Validation
      December 2023
      51 pages
      ISBN:9798400703737
      DOI:10.1145/3617553
      This work is licensed under a Creative Commons Attribution 4.0 International License.

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      Published: 04 December 2023

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      1. Gamification
      2. cyber range
      3. cybersecurity education

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