Challenges Arising from Prerequisite Testing in Cybersecurity Games
Identifikátory výsledku
Kód výsledku v IS VaVaI
<a href="https://www.isvavai.cz/riv?ss=detail&h=RIV%2F00216224%3A14330%2F18%3A00106882" target="_blank" >RIV/00216224:14330/18:00106882 - isvavai.cz</a>
Výsledek na webu
<a href="https://dl.acm.org/citation.cfm?id=3159450.3159454" target="_blank" >https://dl.acm.org/citation.cfm?id=3159450.3159454</a>
DOI - Digital Object Identifier
<a href="http://dx.doi.org/10.1145/3159450.3159454" target="_blank" >10.1145/3159450.3159454</a>
Alternativní jazyky
Jazyk výsledku
angličtina
Název v původním jazyce
Challenges Arising from Prerequisite Testing in Cybersecurity Games
Popis výsledku v původním jazyce
Cybersecurity games are an attractive and popular method of active learning. However, the majority of current games are created for advanced players, which often leads to frustration in less experienced learners. Therefore, we decided to focus on a diagnostic assessment of participants entering the games. We assume that information about the players' knowledge, skills, and experience enables tutors or learning environments to suitably assist participants with game challenges and maximize learning in their virtual adventure. In this paper, we present a pioneering experiment examining the predictive value of a short quiz and self-assessment for identifying learners' readiness before playing a cybersecurity game. We hypothesized that these predictors would model players' performance. A linear regression analysis showed that the game performance can be accurately predicted by well-designed prerequisite testing, but not by self-assessment. At the same time, we identified major challenges related to the design of pretests for cybersecurity games: calibrating test questions with respect to the skills relevant for the game, minimizing the quiz's length while maximizing its informative value, and embedding the pretest in the game. Our results are relevant for educational researchers and cybersecurity instructors of students at all learning levels.
Název v anglickém jazyce
Challenges Arising from Prerequisite Testing in Cybersecurity Games
Popis výsledku anglicky
Cybersecurity games are an attractive and popular method of active learning. However, the majority of current games are created for advanced players, which often leads to frustration in less experienced learners. Therefore, we decided to focus on a diagnostic assessment of participants entering the games. We assume that information about the players' knowledge, skills, and experience enables tutors or learning environments to suitably assist participants with game challenges and maximize learning in their virtual adventure. In this paper, we present a pioneering experiment examining the predictive value of a short quiz and self-assessment for identifying learners' readiness before playing a cybersecurity game. We hypothesized that these predictors would model players' performance. A linear regression analysis showed that the game performance can be accurately predicted by well-designed prerequisite testing, but not by self-assessment. At the same time, we identified major challenges related to the design of pretests for cybersecurity games: calibrating test questions with respect to the skills relevant for the game, minimizing the quiz's length while maximizing its informative value, and embedding the pretest in the game. Our results are relevant for educational researchers and cybersecurity instructors of students at all learning levels.
Klasifikace
Druh
D - Stať ve sborníku
CEP obor
—
OECD FORD obor
10201 - Computer sciences, information science, bioinformathics (hardware development to be 2.2, social aspect to be 5.8)
Návaznosti výsledku
Projekt
<a href="/cs/project/VI20162019014" target="_blank" >VI20162019014: Simulace, detekce a potlačení kybernetických hrozeb ohrožujících kritickou infrastrukturu</a><br>
Návaznosti
P - Projekt vyzkumu a vyvoje financovany z verejnych zdroju (s odkazem do CEP)
Ostatní
Rok uplatnění
2018
Kód důvěrnosti údajů
S - Úplné a pravdivé údaje o projektu nepodléhají ochraně podle zvláštních právních předpisů
Údaje specifické pro druh výsledku
Název statě ve sborníku
Proceedings of the 49th ACM Technical Symposium on Computer Science Education (SIGCSE’18)
ISBN
9781450351034
ISSN
—
e-ISSN
—
Počet stran výsledku
6
Strana od-do
56-61
Název nakladatele
ACM
Místo vydání
Baltimore, Maryland, USA
Místo konání akce
Baltimore, Maryland, USA
Datum konání akce
21. 2. 2018
Typ akce podle státní příslušnosti
WRD - Celosvětová akce
Kód UT WoS článku
000481890100011