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.

Cyber Range and Cyber Defense Exercises: Gamification Meets University Students / Russo, Enrico; Ribaudo, Marina; Orlich, Alessandro; Longo, Giacomo; Armando, Alessandro. - (2023), pp. 29-37. (Intervento presentato al convegno 2nd International Workshop on Gamification in Software Development, Verification, and Validation tenutosi a San Francisco CA; USA) [10.1145/3617553.3617888].

Cyber Range and Cyber Defense Exercises: Gamification Meets University Students

Giacomo Longo
;
2023

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.
2023
2nd International Workshop on Gamification in Software Development, Verification, and Validation
Applied computing; Gamification; Education; Cyber Ranges
04 Pubblicazione in atti di convegno::04b Atto di convegno in volume
Cyber Range and Cyber Defense Exercises: Gamification Meets University Students / Russo, Enrico; Ribaudo, Marina; Orlich, Alessandro; Longo, Giacomo; Armando, Alessandro. - (2023), pp. 29-37. (Intervento presentato al convegno 2nd International Workshop on Gamification in Software Development, Verification, and Validation tenutosi a San Francisco CA; USA) [10.1145/3617553.3617888].
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Utilizza questo identificativo per citare o creare un link a questo documento: https://hdl.handle.net/11573/1697831
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