Cyberspace Odyssey: A Competitive Team-Oriented Serious Game in Computer Networking
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| Title: | Cyberspace Odyssey: A Competitive Team-Oriented Serious Game in Computer Networking |
|---|---|
| Language: | English |
| Authors: | Graham, Kendra, Anderson, James, Rife, Conrad (ORCID |
| Source: | IEEE Transactions on Learning Technologies. Jul-Sep 2020 13(3):502-515. |
| Availability: | Institute of Electrical and Electronics Engineers, Inc. 445 Hoes Lane, Piscataway, NJ 08854. Tel: 732-981-0060; Web site: http://ieeexplore.ieee.org/xpl/RecentIssue.jsp?punumber=4620076 |
| Peer Reviewed: | Y |
| Page Count: | 14 |
| Publication Date: | 2020 |
| Document Type: | Journal Articles Reports - Research |
| Descriptors: | Computer Networks, Information Security, Task Analysis, Computer Games, Computer Simulation, Teaching Methods, Outcomes of Education, Competition, Teamwork, Computer Science Education, Puzzles, Leadership Training, Military Personnel, Armed Forces, Program Descriptions, Military Training |
| DOI: | 10.1109/TLT.2020.3008607 |
| ISSN: | 1939-1382 |
| Abstract: | Cyberspace odyssey (CSO) is a novel serious game supporting computer networking education by engaging students in a race to successfully perform various cybersecurity tasks in order to collect clues and solve a puzzle in virtual near-Earth three-dimensional space. Each team interacts with the game server through a dedicated client presenting a multimodal interface, using a game controller for navigation and various desktop computer networking "tools of the trade" for cybersecurity tasks on the game's physical network. Specifically, teams connect to wireless access points, use packet monitors to intercept network traffic, decrypt and reverse engineer that traffic, craft well-formed and meaningful responses, and transmit those responses. Successful completion of these physical network actions to solve a sequence of increasingly complex problems is necessary to progress through the virtual story-driven adventure. Use of the networking tools reinforces networking theory and offers hands-on practical training requisite for today's cyber operators. This article presents the learning outcomes targeted by a classroom intervention based on CSO, the design and implementation of the game, a pedagogical overview of the overall intervention, and four years of quantitative and qualitative data assessing its effectiveness. |
| Abstractor: | As Provided |
| Entry Date: | 2021 |
| Accession Number: | EJ1280080 |
| Database: | ERIC |
| FullText | Text: Availability: 0 |
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| Header | DbId: eric DbLabel: ERIC An: EJ1280080 AccessLevel: 3 PubType: Academic Journal PubTypeId: academicJournal PreciseRelevancyScore: 0 |
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Each team interacts with the game server through a dedicated client presenting a multimodal interface, using a game controller for navigation and various desktop computer networking "tools of the trade" for cybersecurity tasks on the game's physical network. Specifically, teams connect to wireless access points, use packet monitors to intercept network traffic, decrypt and reverse engineer that traffic, craft well-formed and meaningful responses, and transmit those responses. Successful completion of these physical network actions to solve a sequence of increasingly complex problems is necessary to progress through the virtual story-driven adventure. Use of the networking tools reinforces networking theory and offers hands-on practical training requisite for today's cyber operators. This article presents the learning outcomes targeted by a classroom intervention based on CSO, the design and implementation of the game, a pedagogical overview of the overall intervention, and four years of quantitative and qualitative data assessing its effectiveness. – Name: AbstractInfo Label: Abstractor Group: Ab Data: As Provided – Name: DateEntry Label: Entry Date Group: Date Data: 2021 – Name: AN Label: Accession Number Group: ID Data: EJ1280080 |
| PLink | https://search.ebscohost.com/login.aspx?direct=true&site=eds-live&db=eric&AN=EJ1280080 |
| RecordInfo | BibRecord: BibEntity: Identifiers: – Type: doi Value: 10.1109/TLT.2020.3008607 Languages: – Text: English PhysicalDescription: Pagination: PageCount: 14 StartPage: 502 Subjects: – SubjectFull: Computer Networks Type: general – SubjectFull: Information Security Type: general – SubjectFull: Task Analysis Type: general – SubjectFull: Computer Games Type: general – SubjectFull: Computer Simulation Type: general – SubjectFull: Teaching Methods Type: general – SubjectFull: Outcomes of Education Type: general – SubjectFull: Competition Type: general – SubjectFull: Teamwork Type: general – SubjectFull: Computer Science Education Type: general – SubjectFull: Puzzles Type: general – SubjectFull: Leadership Training Type: general – SubjectFull: Military Personnel Type: general – SubjectFull: Armed Forces Type: general – SubjectFull: Program Descriptions Type: general – SubjectFull: Military Training Type: general Titles: – TitleFull: Cyberspace Odyssey: A Competitive Team-Oriented Serious Game in Computer Networking Type: main BibRelationships: HasContributorRelationships: – PersonEntity: Name: NameFull: Graham, Kendra – PersonEntity: Name: NameFull: Anderson, James – PersonEntity: Name: NameFull: Rife, Conrad – PersonEntity: Name: NameFull: Heitmeyer, Bryce – PersonEntity: Name: NameFull: Patel, Pranav R. – PersonEntity: Name: NameFull: Nykl, Scott – PersonEntity: Name: NameFull: Lin, Alan C. – PersonEntity: Name: NameFull: Merkle, Laurence D. IsPartOfRelationships: – BibEntity: Dates: – D: 01 M: 01 Type: published Y: 2020 Identifiers: – Type: issn-print Value: 1939-1382 Numbering: – Type: volume Value: 13 – Type: issue Value: 3 Titles: – TitleFull: IEEE Transactions on Learning Technologies Type: main |
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