A Case Study in Gamification for a Cybersecurity Education Program: A Game for Cryptography
- URL: http://arxiv.org/abs/2502.06706v1
- Date: Mon, 10 Feb 2025 17:36:46 GMT
- Title: A Case Study in Gamification for a Cybersecurity Education Program: A Game for Cryptography
- Authors: Dylan Huitema, Albert Wong,
- Abstract summary: Gamification offers an innovative approach to provide practical hands-on experiences.
This paper presents a real-world case study of a gamified cryptography teaching tool.
- Score: 0.0
- License:
- Abstract: Advances in technology, a growing pool of sensitive data, and heightened global tensions has increased the demand for skilled cybersecurity professionals. Despite the recent increase in attention given to cybersecurity education, traditional approaches have continue in failing to keep pace with the rapidly evolving cyber threat landscape. Challenges such as a shortage of qualified educators and resource-intensive practical training exacerbate these issues. Gamification offers an innovative approach to provide practical hands-on experiences, and equip educators with up-to-date and accessible teaching tools that are targeted to industry-specific concepts. The paper begins with a review of the literature on existing challenges in cybersecurity education and gamification methods already employed in the field, before presenting a real-world case study of a gamified cryptography teaching tool. The paper discusses the design, development process, and intended use cases for this tool. This research highlights and provides an example of how integrating gamification into curricula can address key educational gaps, ensuring a more robust and effective pipeline of cybersecurity talent for the future.
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