Capture the Flag as Cyber Security Introduction

Capture the Flag as Cyber Security Introduction
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夺旗作为网络安全简介

DOI:
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发表时间:
2016
期刊:
Hawaii International Conference on System Sciences
影响因子:
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通讯作者:
Bria N Hay
Bria N Hay
中科院分区:
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文献类型:
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作者:
L. McDaniel;Erik Talvi;Bria N Hay

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对于任何教师来说,向几乎没有技术背景的学生介绍技术概念都是一项具有挑战性的任务。最近引入了游戏化的概念,作为一种通过采用流行游戏中的各种技术来激励学生的方法,并将其添加到教育模块中。从这个概念延伸,人们发现,夺旗(CTF)风格的比赛是一种成功的方式,向学生介绍标准计算机科学课程中的各种技术概念。在2015年夏天,CTF在全国各地的几个GenCyber营地运行,主要目标是向高中生介绍各种计算机安全和数字取证主题,而不要求学生在这些主题方面有任何背景。我们发现,这种将概念分解为单一挑战,并在竞争环境中将这些挑战联系在一起的方法不仅在向学生介绍这些概念方面取得了广泛的成功,而且在营地结束后激励他们继续学习。本文将分析这一努力的成功之处以及通过使用这种技术发现的局限性。
Introducing technical concepts to students with little to no technical background can be a challenging task for any teacher to achieve. The concept of gamification has been introduced recently as a method to motivate students by taking a variety of techniques found in popular games, and adding them into educational modules. Extending from this notion, it has been found that capture the flag (CTF) style competitions are a successful way to introduce students to a variety of technical concepts within the standard computer science curriculum. During the 2015 summer, a CTF was run at several GenCyber camps across the country with the primary goal of introducing high school students to various computer security and digital forensics topics without requiring that the students have any background in these topics. We found that this method of breaking down concepts into singular challenges, and tying these challenges together in a competitive environment was widely successful at not only introducing students to these concepts, but also motivating continued learning after the camps ended. This paper will analyze both the successes of the effort as well as the limitations discovered through using this technique.