Active learning with the CyberCIEGE video game

  • Authors:
  • Michael Thompson;Cynthia Irvine

  • Affiliations:
  • Naval Postgraduate School;Naval Postgraduate School

  • Venue:
  • CSET'11 Proceedings of the 4th conference on Cyber security experimentation and test
  • Year:
  • 2011

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Abstract

Hands-on exercises promote active learning where student experience reinforces material presented in lectures or reading assignments [1]. Drawing the student into a meaningful context where student decisions have clear consequences strengthens the learning experience and thus improves the potential for internalization of knowledge. The CyberCIEGE video game was designed to confront students with computer security decision points within an environment that encourages experimentation, failure and reflection. The game includes over twenty scenarios that address a range of computer and network security concepts. CyberCIEGE is extensible through use of a scenario development language that allows instructors to create and customize game scenarios. The Naval Postgraduate School uses the game in our Introduction to Computer Security course, and it has been used by hundreds of educational institutions worldwide. The game's tools allow ongoing experimentation with the student's learning experience. Student assessment is facilitated by log generation, collection and analysis. These logs help the game's developers identify areas within scenarios that may be confusing or may require additional player feedback. Ongoing development is focused on ultimately adapting the game and its student assessment functions for deployment in a broader range of formal education environments.