Game-based Learning Approach to Cybersecurity

被引:0
作者
Tobarra, Llanos [1 ]
Perez Trapero, Antonio [2 ]
Pastor, Rafael [1 ]
Robles-Gomez, Antonio [1 ]
Hernandez, Roberto [1 ]
Duque, Andres [1 ]
Cano, Jesus [1 ]
机构
[1] Spanish Natl Distance Univ UNED, Comp Sci Engn Sch, Commun & Control Syst Dept, Madrid, Spain
[2] Spanish Natl Distance Univ UNED, Comp Sci Engn Sch, Madrid, Spain
来源
PROCEEDINGS OF THE 2020 IEEE GLOBAL ENGINEERING EDUCATION CONFERENCE (EDUCON 2020) | 2020年
关键词
Gamification Learning; Gamification for Engineering Education; Capture The Flag (CTF); Cybersecurity;
D O I
10.1109/educon45650.2020.9125202
中图分类号
G40 [教育学];
学科分类号
040101 ; 120403 ;
摘要
The inclusion of practical activities to train critical thinking skills is very relevant in the case of Engineering subjects. In particular, it becomes a key element in the context of cybersecurity, as our case is. Therefore, this paper analyses a gambling experience in a cybersecurity subject within a Computer Engineering degree, in order to assess whether the spaced learning methodology contributes to the improvement of learning. The gamification experience is carried out through a Flag Capture Competition (CTF) among the enrolled students in the course. The use of the platform has also been evaluated in an exploratory way.
引用
收藏
页码:1125 / 1132
页数:8
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