Game based Cybersecurity Training for High School Students

Game based Cybersecurity Training for High School Students
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高中生基于游戏的网络安全培训

DOI:
10.1145/3159450.3159591
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发表时间:
2018
期刊:
SIGCSE '18: Proceedings of the 49th ACM Technical Symposium on Computer Science Education
影响因子:
--
通讯作者:
White, Jonathan
White, Jonathan
中科院分区:
--
文献类型:
--
作者:
Jin, Ge;Tu, Manghui;Kim, Tae-Hoon;Heffron, Justin;White, Jonathan

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网络安全对国家基础设施、联邦和地方政府、军队、工业和个人隐私至关重要。为了保护美国免受网络威胁,预计政府和工业部门对熟练的网络安全劳动力的需求很大。为了解决这个问题,美国国家安全局和国家科学基金会共同资助了GenCyber计划,以激发K-12学生对网络安全领域的兴趣,提高他们的网络安全意识和安全在线行为。普渡大学西北分校在2016年和2017年成功举办了四次GenCyber夏令营,共有181名高中生参加,少数族裔比例(非洲裔美国人和西班牙裔美国人)为51.3%,男女比例约为2:1。我们以基于游戏的学习和动手实验室的形式提供GenCyber夏令营活动。在营地中使用基于游戏的学习是教授网络安全原则概念的绝佳平台。例如,在网络防御塔游戏中,学生需要保护他们的服务器免受不同类型的网络攻击。他们需要选择正确的防御类型来阻止每一波网络攻击。随着学生们在游戏中的进步,各种攻击的组合会更快,学生们防守服务器的难度也会更大。这个游戏受到了学生,支持人员,教师和现场参观团队的好评。通过这些活动的学习为高中生提供了身临其境的,以学习者为中心的体验,这已被证明是非常有效的网络安全意识培训和实际技能的获取来自不同背景的学习者。对调查数据的进一步分析显示,将网络安全教育游戏化,以提高学生对计算机科学和网络安全的兴趣,对高中男生比对女生更有效。
Cybersecurity is critical to the national infrastructure, federal and local government, military, industry, and personal privacy. To defend the U.S. against the cyber threats, a significant demand for skilled cybersecurity workforce is predicted in government and industrial sectors. To address this issue, National Security Agency and the National Science Foundation jointly funded GenCyber program to stimulate the K-12 students' interest in the cybersecurity field and raise their awareness of cybersecurity and safe online behavior. Purdue University Northwest has successfully launched four GenCyber summer camps in 2016 and 2017 to 181 high school students, with 51.3% underrepresented minority ratio (Africa American and Hispanics), and about 2:1 male to female ratio. We delivered GenCyber summer camp activities in the format of game based learning and hands-on labs. The use of game-based learning in the camp was an excellent platform to teach concepts of cyber security principles. For example, in Cyber Defense Tower Game, students need to protect their servers from the different types of cyber-attack. They need to select the correct type of defense to stop each wave of cyber-attack. As the students advanced through the game, combinations of the different attacks would come faster, making it more difficult for the students to defend their servers. This game was well received by the students, support staffs, instructors, and site visit team. Learning through these activities provided high school students with an immersive, learner-centered experience, which has been proven very effective on cybersecurity awareness training and practical skill acquisition for learners from diverse backgrounds. Further analysis of survey data revealed that the gamification of cybersecurity education to raise students' interests in computer science and cybersecurity was more effective in male high school students than in female students.
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