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Autor/inn/enGraham, Kendra; Anderson, James; Rife, Conrad; Heitmeyer, Bryce; Patel, Pranav R.; Nykl, Scott; Lin, Alan C.; Merkle, Laurence D.
TitelCyberspace Odyssey: A Competitive Team-Oriented Serious Game in Computer Networking
QuelleIn: IEEE Transactions on Learning Technologies, 13 (2020) 3, S.502-515 (14 Seiten)Infoseite zur Zeitschrift
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ZusatzinformationORCID (Rife, Conrad)
ORCID (Patel, Pranav R.)
ORCID (Nykl, Scott)
ORCID (Merkle, Laurence D.)
Spracheenglisch
Dokumenttypgedruckt; online; Zeitschriftenaufsatz
ISSN1939-1382
DOI10.1109/TLT.2020.3008607
SchlagwörterComputer Networks; Information Security; Task Analysis; Computer Games; Computer Simulation; Teaching Methods; Outcomes of Education; Competition; Teamwork; Computer Science Education; Puzzles; Leadership Training; Military Personnel; Armed Forces; Program Descriptions; Military Training
AbstractCyberspace 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. (As Provided).
AnmerkungenInstitute of Electrical and Electronics Engineers, Inc. 445 Hoes Lane, Piscataway, NJ 08854. Tel: 732-981-0060; Web site: http://ieeexplore.ieee.org/xpl/RecentIssue.jsp?punumber=4620076
Erfasst vonERIC (Education Resources Information Center), Washington, DC
Update2024/1/01
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