Vše

Co hledáte?

Vše
Projekty
Výsledky výzkumu
Subjekty

Rychlé hledání

  • Projekty podpořené TA ČR
  • Významné projekty
  • Projekty s nejvyšší státní podporou
  • Aktuálně běžící projekty

Chytré vyhledávání

  • Takto najdu konkrétní +slovo
  • Takto z výsledků -slovo zcela vynechám
  • “Takto můžu najít celou frázi”

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