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