论文标题
在大学课程中使用捕获旗游戏的好处和陷阱
Benefits and Pitfalls of Using Capture the Flag Games in University Courses
论文作者
论文摘要
在非正式的教育环境和休闲时间竞赛中,捕获旗帜(CTF)游戏的旗帜(CTF)游戏的概念普遍存在。但是,它在大学课程中并不多。本文总结了我们从介绍性本科课程中使用危险的CTF游戏作为家庭作业的经验。我们对描述学生在游戏中的动作和课程表现的数据的分析揭示了CTF任务设计中应解决的四个方面:评分,脚手架,窃和学习分析能力的分析能力。本文通过分享我们的建议来解决这些方面。我们认为,这些建议对于考虑使用CTF游戏在大学课程和CTF游戏框架的开发人员中评估的网络安全讲师很有用。
The concept of Capture the Flag (CTF) games for practicing cybersecurity skills is widespread in informal educational settings and leisure-time competitions. However, it is not much used in university courses. This paper summarizes our experience from using jeopardy CTF games as homework assignments in an introductory undergraduate course. Our analysis of data describing students' in-game actions and course performance revealed four aspects that should be addressed in the design of CTF tasks: scoring, scaffolding, plagiarism, and learning analytics capabilities of the used CTF platform. The paper addresses these aspects by sharing our recommendations. We believe that these recommendations are useful for cybersecurity instructors who consider using CTF games for assessment in university courses and developers of CTF game frameworks.