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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