From Paper to Platform: Evolution of a Novel Learning Environment for Tabletop Exercises
Identifikátory výsledku
Kód výsledku v IS VaVaI
<a href="https://www.isvavai.cz/riv?ss=detail&h=RIV%2F00216224%3A14330%2F24%3A00139893" target="_blank" >RIV/00216224:14330/24:00139893 - isvavai.cz</a>
Výsledek na webu
<a href="https://dl.acm.org/doi/10.1145/3649217.3653639" target="_blank" >https://dl.acm.org/doi/10.1145/3649217.3653639</a>
DOI - Digital Object Identifier
<a href="http://dx.doi.org/10.1145/3649217.3653639" target="_blank" >10.1145/3649217.3653639</a>
Alternativní jazyky
Jazyk výsledku
angličtina
Název v původním jazyce
From Paper to Platform: Evolution of a Novel Learning Environment for Tabletop Exercises
Popis výsledku v původním jazyce
For undergraduate students of computing, learning to solve complex practical problems in a team is an essential skill for their future careers. This skill is needed in various fields, such as in cybersecurity and IT governance. Tabletop exercises are an innovative teaching method used in practice for training teams in incident response and evaluation of contingency plans. However, tabletop exercises are not yet widely established in university education. This paper presents data and teaching experience from a cybersecurity course that introduces tabletop exercises in classrooms using a novel technology: INJECT Exercise Platform (IXP), a web-based learning environment for delivering and evaluating the exercises. This technology substantially improves the prior practice, since tabletop exercises worldwide have usually been conducted using pen and paper. Unlike in traditional tabletop exercises, which are difficult to evaluate manually, IXP provides insights into students' behavior and learning based on automated analysis of interaction data. We demonstrate IXP's capabilities and evolution by comparing exercise sessions hosted throughout three years at different stages of the platform's readiness. The analysis of student data is supplemented by the discussion of the lessons learned from employing IXP in computing education contexts. The data analytics enabled a detailed comparison of the teams' performance and behavior. Instructors who consider innovating their classes with tabletop exercises may use IXP and benefit from the insights in this paper.
Název v anglickém jazyce
From Paper to Platform: Evolution of a Novel Learning Environment for Tabletop Exercises
Popis výsledku anglicky
For undergraduate students of computing, learning to solve complex practical problems in a team is an essential skill for their future careers. This skill is needed in various fields, such as in cybersecurity and IT governance. Tabletop exercises are an innovative teaching method used in practice for training teams in incident response and evaluation of contingency plans. However, tabletop exercises are not yet widely established in university education. This paper presents data and teaching experience from a cybersecurity course that introduces tabletop exercises in classrooms using a novel technology: INJECT Exercise Platform (IXP), a web-based learning environment for delivering and evaluating the exercises. This technology substantially improves the prior practice, since tabletop exercises worldwide have usually been conducted using pen and paper. Unlike in traditional tabletop exercises, which are difficult to evaluate manually, IXP provides insights into students' behavior and learning based on automated analysis of interaction data. We demonstrate IXP's capabilities and evolution by comparing exercise sessions hosted throughout three years at different stages of the platform's readiness. The analysis of student data is supplemented by the discussion of the lessons learned from employing IXP in computing education contexts. The data analytics enabled a detailed comparison of the teams' performance and behavior. Instructors who consider innovating their classes with tabletop exercises may use IXP and benefit from the insights in this paper.
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/VK01030007" target="_blank" >VK01030007: Inteligentní nástroje pro plánování, provádění a vyhodnocení tabletop cvičení</a><br>
Návaznosti
P - Projekt vyzkumu a vyvoje financovany z verejnych zdroju (s odkazem do CEP)
Ostatní
Rok uplatnění
2024
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 29th Annual ACM Conference on Innovation and Technology in Computer Science Education (ITiCSE'24)
ISBN
9798400706004
ISSN
1942-647X
e-ISSN
—
Počet stran výsledku
7
Strana od-do
213-219
Název nakladatele
ACM
Místo vydání
New York, NY, USA
Místo konání akce
Milan, Italy
Datum konání akce
1. 1. 2024
Typ akce podle státní příslušnosti
WRD - Celosvětová akce
Kód UT WoS článku
001265872600032