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Learning Cyber Security Through Gamification


Affiliations
1 Department of Computer Science and Application, Amrita Vishwa Vidyapeetham University, Amritapuri, India
2 Department of Cyber Security, Amrita Vishwa Vidyapeetham University, Amritapuri, India
 

Objectives: Introducing gaming approach in the jeopardy round of InCTF (Indian Capture the Flag). Methods: Present Jeopardy round of InCTF can be compared as take-away assignments, where participants are given set of questions to solve, this is aimed at testing their knowledge in various computer security concepts. To make jeopardy round more attractive and motivating to the students we introduce a gaming approach to it. A game is developed which is divided into various levels and at each level the knowledge of students in Cyber security concepts is tested. Our design will help others to host jeopardy round CTF and get maximum learning outcome from the students. Findings: Security competition like CTF (Capture the Flag) are effective tool in providing computer security training. Conclusion: Gaming approach in Cyber security education will be a big step forward in training more students in computer security and create a secure online world.

Keywords

CTF, Cyber Security, Education, Gamification, Jeopardy.
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  • Learning Cyber Security Through Gamification

Abstract Views: 243  |  PDF Views: 0

Authors

K. Boopathi
Department of Computer Science and Application, Amrita Vishwa Vidyapeetham University, Amritapuri, India
S. Sreejith
Department of Computer Science and Application, Amrita Vishwa Vidyapeetham University, Amritapuri, India
A. Bithin
Department of Cyber Security, Amrita Vishwa Vidyapeetham University, Amritapuri, India

Abstract


Objectives: Introducing gaming approach in the jeopardy round of InCTF (Indian Capture the Flag). Methods: Present Jeopardy round of InCTF can be compared as take-away assignments, where participants are given set of questions to solve, this is aimed at testing their knowledge in various computer security concepts. To make jeopardy round more attractive and motivating to the students we introduce a gaming approach to it. A game is developed which is divided into various levels and at each level the knowledge of students in Cyber security concepts is tested. Our design will help others to host jeopardy round CTF and get maximum learning outcome from the students. Findings: Security competition like CTF (Capture the Flag) are effective tool in providing computer security training. Conclusion: Gaming approach in Cyber security education will be a big step forward in training more students in computer security and create a secure online world.

Keywords


CTF, Cyber Security, Education, Gamification, Jeopardy.



DOI: https://doi.org/10.17485/ijst%2F2015%2Fv8i7%2F67422