scholarly journals Developing and Assessing Educational Games to Enhance Cyber Security Learning in Computer Science

Author(s):  
Jinghua Zhang ◽  
Xiaohong Yuan ◽  
Jinsheng Xu ◽  
Elva J. Jones
2018 ◽  
pp. 977-994
Author(s):  
Margarita Levin Jaitner ◽  
Áine MacDermott

Academia plays an important role in shaping a country's cyber readiness. In the past years, nations have started investing in new cyber-related programs at colleges and universities. This also includes promoting academic exchange with partner countries, as well as putting effort into improved cooperation between industries and scholars in the area of cyber. In many cases the efforts focus largely on computer science and closely related branches of science. However, the very nature of the cyberspace as both a continuation and a reflection of the physical world require a broader perspective on academic assets required to create and sustain sound cyber defines capabilities. Acknowledging this premise, this paper sets out to map branches of science that significantly contribute to the domain known as ‘cyber' and searches for new aspects for further development.


2020 ◽  
Vol 58 (7) ◽  
pp. 1372-1411 ◽  
Author(s):  
Simon P. Rose ◽  
M. P. Jacob Habgood ◽  
Tim Jay

The recent shift in compulsory education from ICT-focused computing curricula to informatics, digital literacy and computer science, has resulted in children being taught computing using block-based programming tools such as Scratch, with teaching that is often limited by school resources and teacher expertise. Even without these limitations, Scratch users often produce code with ‘code smells’ such as duplicate blocks and long scripts which impact how they understand and debug projects. These code smells can be removed using procedural abstraction, an important concept in computer science rarely taught to this age group. This article describes the design of a novel educational block-based programming game, Pirate Plunder, which concentrates on how procedural abstraction is introduced and reinforced. The article then reports an extended evaluation to measure the game’s efficacy with children aged 10 and 11, finding that children who played the game were then able to use procedural abstraction in Scratch. The article then uses game analytics to explore why the game was effective and gives three recommendations for educational game design based on this research: using learning trajectories and restrictive success conditions to introduce complex content, increasing learner investment through customisable avatars and suggestions for improving the evaluations of educational games.


2021 ◽  
Author(s):  
Asad Yousuf ◽  
Alberto De La Cruz ◽  
Frederick Sheldon

10.28945/2292 ◽  
2015 ◽  
Vol 11 ◽  
pp. 123-147 ◽  
Author(s):  
Shlomi Boutnaru ◽  
Arnon Hershkovitz

In recent years, schools (as well as universities) have added cyber security to their computer science curricula. This topic is still new for most of the current teachers, who would normally have a standard computer science background. Therefore the teachers are trained and then teaching their students what they have just learned. In order to explore differences in both populations’ learning, we compared measures of software quality and security between high-school teachers and students. We collected 109 source files, written in Python by 18 teachers and 31 students, and engineered 32 features, based on common standards for software quality (PEP 8) and security (derived from CERT Secure Coding Standards). We use a multi-view, data-driven approach, by (a) using hierarchical clustering to bottom-up partition the population into groups based on their code-related features and (b) building a decision tree model that predicts whether a student or a teacher wrote a given code (resulting with a LOOCV kappa of 0.751). Overall, our findings suggest that the teachers’ codes have a better quality than the students’ – with a sub-group of the teachers, mostly males, demonstrate better coding than their peers and the students – and that the students’ codes are slightly better secured than the teachers’ codes (although both populations show very low security levels). The findings imply that teachers might benefit from their prior knowledge and experience, but also emphasize the lack of continuous involvement of some of the teachers with code-writing. Therefore, findings shed light on computer science teachers as lifelong learners. Findings also highlight the difference between quality and security in today’s programming paradigms. Implications for these findings are discussed.


Author(s):  
Ahmad Haziq Ashrofie Hanafi ◽  
Haikal Rokman ◽  
Ahmad Dahaqin Ibrahim ◽  
Zul-Azri Ibrahim ◽  
Md Nabil Ahmad Zawawi ◽  
...  

Cybersecurity education topics require technical understanding. However, it is a challenging task for any teacher to introduce topics to students who have no technical background. Recently, the concept of gamification has been implemented as a tool to inculcate student’s interest using a variety of popular in-games techniques and applying them to educational modules. Extending from this notion, it was found that Capture the Flag (CTF) competition style is a successful way of introducing students to various technical concepts in the standard computer science curriculum. During the 2019 school holiday, a CTF for secondary school students was run at Universiti Tenaga Nasional (UNITEN) with the primary goal of introducing secondary school students to various cybersecurity topics and also to inculcate their interest in cybersecurity. The method that we used is different from other CTF or similar events, in which we use a scenario-based approach. We found that this method attracts participants in solving each challenge in a competitive environment.


2016 ◽  
Vol 6 (1) ◽  
pp. 24-40
Author(s):  
Margarita Levin Jaitner ◽  
Áine MacDermott

Academia plays an important role in shaping a country's cyber readiness. In the past years, nations have started investing in new cyber-related programs at colleges and universities. This also includes promoting academic exchange with partner countries, as well as putting effort into improved cooperation between industries and scholars in the area of cyber. In many cases the efforts focus largely on computer science and closely related branches of science. However, the very nature of the cyberspace as both a continuation and a reflection of the physical world require a broader perspective on academic assets required to create and sustain sound cyber defines capabilities. Acknowledging this premise, this paper sets out to map branches of science that significantly contribute to the domain known as ‘cyber' and searches for new aspects for further development.


ITNOW ◽  
2021 ◽  
Vol 63 (2) ◽  
pp. 41-41
Author(s):  
Deepthi Ratnayake

Abstract Deepthi Ratnayake MBCS, Senior Lecturer in Computer Science (Cyber Security & Networks) at the University of Hertfordshire, discusses the impact of the SolarWinds hack.


2020 ◽  
Vol 17 (9) ◽  
pp. 4116-4121
Author(s):  
R. Geetanjali ◽  
Charles Galaxyaan ◽  
M. Niranjanamurthy

Data science, in its utmost essential form, is wholly about realizing. It encompasses reviewing, Processing, and Extracting valued identifications from a set of information. However, the word and procedure have-been about for quite a few time spans, it was principally a subsection of computer science. Currently, it has established into a self-determining field. One of the modern application of data-science includes cyber security. Cyber Security is an emerged and a saturated field which is omnipresent. It’s sound strange to study Data-Science with the expectations of refining cybersecurity, but in realism, it makes a lot of intellect. This research paper evaluates the progresses in using Data science for cyber security, the categories of cybersecurity threats and challenges posed. The authors have analyzed how data science concepts are being used to solve these challenges and detect and prevent attacks real-time.


Author(s):  
Yvonne James ◽  
◽  
Olivier Szymanezyk

We adopt Industry 4.0 (I4.0) and professional qualifications for adapting models of deliveries of teaching the module of Cyber Security at the University of Lincoln (UK). To achieve this, we investigate I4.0, the challenges it sets to higher education, and professional qualifications. Our findings are used to devise three models of delivery, namely Comprehensive, Partial and Merged. Our discussions show that our strategy of the integration of I4.0 within the curriculum development effectively prepares students to stand out from the crowd by possessing industry ready accreditations along their computer science degrees and the skills required for their future career in cyber security.


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