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 0000-0002-9322-5721), Heitmeyer, Bryce, Patel, Pranav R. (ORCID 0000-0001-6228-4748), Nykl, Scott (ORCID 0000-0002-4271-2132), Lin, Alan C., Merkle, Laurence D. (ORCID 0000-0002-6108-0345)
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:
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PubType: Academic Journal
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  Data: Cyberspace Odyssey: A Competitive Team-Oriented Serious Game in Computer Networking
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  Data: 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
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  Data: 14
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  Data: <searchLink fieldCode="DE" term="%22Computer+Networks%22">Computer Networks</searchLink><br /><searchLink fieldCode="DE" term="%22Information+Security%22">Information Security</searchLink><br /><searchLink fieldCode="DE" term="%22Task+Analysis%22">Task Analysis</searchLink><br /><searchLink fieldCode="DE" term="%22Computer+Games%22">Computer Games</searchLink><br /><searchLink fieldCode="DE" term="%22Computer+Simulation%22">Computer Simulation</searchLink><br /><searchLink fieldCode="DE" term="%22Teaching+Methods%22">Teaching Methods</searchLink><br /><searchLink fieldCode="DE" term="%22Outcomes+of+Education%22">Outcomes of Education</searchLink><br /><searchLink fieldCode="DE" term="%22Competition%22">Competition</searchLink><br /><searchLink fieldCode="DE" term="%22Teamwork%22">Teamwork</searchLink><br /><searchLink fieldCode="DE" term="%22Computer+Science+Education%22">Computer Science Education</searchLink><br /><searchLink fieldCode="DE" term="%22Puzzles%22">Puzzles</searchLink><br /><searchLink fieldCode="DE" term="%22Leadership+Training%22">Leadership Training</searchLink><br /><searchLink fieldCode="DE" term="%22Military+Personnel%22">Military Personnel</searchLink><br /><searchLink fieldCode="DE" term="%22Armed+Forces%22">Armed Forces</searchLink><br /><searchLink fieldCode="DE" term="%22Program+Descriptions%22">Program Descriptions</searchLink><br /><searchLink fieldCode="DE" term="%22Military+Training%22">Military Training</searchLink>
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  Data: 10.1109/TLT.2020.3008607
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  Data: 1939-1382
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  Data: 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.
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  Data: As Provided
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  Data: 2021
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  Data: EJ1280080
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      – Text: English
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        PageCount: 14
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    Subjects:
      – SubjectFull: Computer Networks
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      – SubjectFull: Information Security
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      – SubjectFull: Task Analysis
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