Abstract

Cyberspace odyssey (CSO) is a novel serious game supporting computer networking education by engaging students in a race to successfully perform various cybersecurity tasks in order to collect clues and solve a puzzle in virtual near-Earth three-dimensional space. Each team interacts with the game server through a dedicated client presenting a multimodal interface, using a game controller for navigation and various desktop computer networking tools of the trade for cybersecurity tasks on the game's physical network. Specifically, teams connect to wireless access points, use packet monitors to intercept network traffic, decrypt and reverse engineer that traffic, craft well-formed and meaningful responses, and transmit those responses. Successful completion of these physical network actions to solve a sequence of increasingly complex problems is necessary to progress through the virtual story-driven adventure. Use of the networking tools reinforces networking theory and offers hands-on practical training requisite for today's cyber operators. This article presents the learning outcomes targeted by a classroom intervention based on CSO, the design and implementation of the game, a pedagogical overview of the overall intervention, and four years of quantitative and qualitative data assessing its effectiveness.

Highlights

  • T RADITIONAL learning formats, such as textbooks and lectures, can organize and present material, but long-term retention is improved when students internalize and applyManuscript received July 27, 2018; revised January 25, 2019, August 23, 2019, and March 26, 2020; accepted July 3, 2020

  • 3) Cyberspace odyssey (CSO) has been in practical use for four years, and it is anticipated to be for the foreseeable future

  • CSO is used in the Advanced Cyber Education (ACE) program, a four-week leadership training course teaching cybersecurity principles

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Summary

INTRODUCTION

T RADITIONAL learning formats, such as textbooks and lectures, can organize and present material, but long-term retention is improved when students internalize and apply. In contrast to play, which does not necessarily have a purpose or explicit rules [5], games are rule based and have specific goals or win/lose conditions This aspect of games enables them to serve clear educational purposes: students can receive feedback on their progress toward the learning objectives through a game’s reward system. In contrast to traditional homework problems, game design focuses on providing pleasant sensory experiences, i.e., fun This generates interest and curiosity that translates into motivation and active engagement, encouraging sustained learning. This article describes the game in relation to its audience and the relevant LOs of the academic program of which it is a part It discusses the system design and implementation, again in relation to the relevant LOs. This article continues by describing the overall intervention (pregame briefing, reference materials, pregame orientation period, and gameplay) and the assessment of its impact on student learning. GRAHAM et al.: CYBERSPACE ODYSSEY: A COMPETITIVE TEAM-ORIENTED SERIOUS GAME IN COMPUTER NETWORKING improvement process. (The supplementary pages present the pre/posttest instrument.)

RELATED WORK
Understand the Audience
Learning Outcomes
Decide Game Usage
Design in Fun
Overview
Gameplay
Increasing Competition
Team Organization
Game Engine
Code Structure
Network Components
Robustness
Representative Creative Game Mechanics
Generating the Mystery
Experimental Freedom With the Physical Network
External Elements
ASSESSMENT
Methodology
Results
Discussion
Findings
CONCLUSION
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