Game-Based Learning Approach To Cybersecurity

PROCEEDINGS OF THE 2020 IEEE GLOBAL ENGINEERING EDUCATION CONFERENCE (EDUCON 2020)(2020)

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摘要
The inclusion of practical activities to train critical thinking skills is very relevant in the case of Engineering subjects. In particular, it becomes a key element in the context of cybersecurity, as our case is. Therefore, this paper analyses a gambling experience in a cybersecurity subject within a Computer Engineering degree, in order to assess whether the spaced learning methodology contributes to the improvement of learning. The gamification experience is carried out through a Flag Capture Competition (CTF) among the enrolled students in the course. The use of the platform has also been evaluated in an exploratory way.
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关键词
Gamification Learning, Gamification for Engineering Education, Capture The Flag (CTF), Cybersecurity
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