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Teaching and Learning Cybersecurity using Capture the Flag: Effectiveness Comparison between University Students in Finland and Czechia

Identifikátory výsledku

  • Kód výsledku v IS VaVaI

    <a href="https://www.isvavai.cz/riv?ss=detail&h=RIV%2F00216305%3A26220%2F26%3A0198712" target="_blank" >RIV/00216305:26220/26:0198712 - isvavai.cz</a>

  • Výsledek na webu

    <a href="https://doi.org/10.1002/cae.70082" target="_blank" >https://doi.org/10.1002/cae.70082</a>

  • DOI - Digital Object Identifier

    <a href="http://dx.doi.org/10.1002/cae.70082" target="_blank" >10.1002/cae.70082</a>

Alternativní jazyky

  • Jazyk výsledku

    angličtina

  • Název v původním jazyce

    Teaching and Learning Cybersecurity using Capture the Flag: Effectiveness Comparison between University Students in Finland and Czechia

  • Popis výsledku v původním jazyce

    In today’s society, the demand for cybersecurity experts is increasing, as digital information systems are widely spread and targeted by malicious actors. This means that cybersecurity education should be effective in increasing students’ knowledge, skills, self-efficacy, and the ability to adapt and apply knowledge in rapidly evolving situations. Offering hands-on training with real-world-like scenarios and exercises, for example, in the form of Capture the Flag (CTF) games, is one component in teaching students the needed skills. In this research, we measure and compare the effectiveness of cybersecurity teaching with the gamified CTF scenario in the University 2 Cyber Arena (CA). We measure the effectiveness of CTF scenario with pre- and post-surveys among university students in Finland and Czechia, and examine effectiveness among different student groups. We also study student satisfaction and the perceived meaningfulness of the learning for different scenario elements, such as instructions, tasks, and gamification elements. The CTFs increased knowledge and skill variables, self-efficacy variables, and interest variables. CTFs can have positive effects on learning-related variables despite varying student’s base skills or level of knowledge, but different types of students may benefit in different ways. Student satisfaction and perceived meaningfulness of learning with CTF was also high across different student groups.

  • Název v anglickém jazyce

    Teaching and Learning Cybersecurity using Capture the Flag: Effectiveness Comparison between University Students in Finland and Czechia

  • Popis výsledku anglicky

    In today’s society, the demand for cybersecurity experts is increasing, as digital information systems are widely spread and targeted by malicious actors. This means that cybersecurity education should be effective in increasing students’ knowledge, skills, self-efficacy, and the ability to adapt and apply knowledge in rapidly evolving situations. Offering hands-on training with real-world-like scenarios and exercises, for example, in the form of Capture the Flag (CTF) games, is one component in teaching students the needed skills. In this research, we measure and compare the effectiveness of cybersecurity teaching with the gamified CTF scenario in the University 2 Cyber Arena (CA). We measure the effectiveness of CTF scenario with pre- and post-surveys among university students in Finland and Czechia, and examine effectiveness among different student groups. We also study student satisfaction and the perceived meaningfulness of the learning for different scenario elements, such as instructions, tasks, and gamification elements. The CTFs increased knowledge and skill variables, self-efficacy variables, and interest variables. CTFs can have positive effects on learning-related variables despite varying student’s base skills or level of knowledge, but different types of students may benefit in different ways. Student satisfaction and perceived meaningfulness of learning with CTF was also high across different student groups.

Klasifikace

  • Druh

    J<sub>imp</sub> - Článek v periodiku v databázi Web of Science

  • CEP obor

  • OECD FORD obor

    50301 - Education, general; including training, pedagogy, didactics [and education systems]

Návaznosti výsledku

  • Projekt

  • Návaznosti

    S - Specificky vyzkum na vysokych skolach

Ostatní

  • Rok uplatnění

    2025

  • Kód důvěrnosti údajů

    S - Úplné a pravdivé údaje o projektu nepodléhají ochraně podle zvláštních právních předpisů

Údaje specifické pro druh výsledku

  • Název periodika

    COMPUTER APPLICATIONS IN ENGINEERING EDUCATION

  • ISSN

    1061-3773

  • e-ISSN

    1099-0542

  • Svazek periodika

    33

  • Číslo periodika v rámci svazku

    5

  • Stát vydavatele periodika

    US - Spojené státy americké

  • Počet stran výsledku

    29

  • Strana od-do

    1-29

  • Kód UT WoS článku

    001577605500001

  • EID výsledku v databázi Scopus

    2-s2.0-105016906690