Skip to main content

Through a Mirror Darkly – On the Obscurity of Teaching Goals in Game-Based Learning in IT Security

  • Conference paper
  • First Online:
Simulation Gaming Through Times and Disciplines (ISAGA 2019)

Abstract

Teachers and instructors use very specific language communicating teaching goals. The most widely used frameworks of common reference are the Bloom’s Taxonomy and the Revised Bloom’s Taxonomy. The latter provides distinction of 209 different teaching goals which are connected to methods. In Competence Developing Games (CDGs - serious games to convey knowledge) and in IT security education, a two- or three level typology exists, reducing possible learning outcomes to awareness, training, and education. This study explores whether this much simpler framework succeeds in achieving the same range of learning outcomes. Method wise a keyword analysis was conducted. The results were threefold: 1. The words used to describe teaching goals in CDGs on IT security education do not reflect the whole range of learning outcomes. 2. The word choice is nevertheless different from common language, indicating an intentional use of language. 3. IT security CDGs use different sets of terms to describe learning outcomes, depending on whether they are awareness, training, or education games. The interpretation of the findings is that the reduction to just three types of CDGs reduces the capacity to communicate and think about learning outcomes and consequently reduces the outcomes that are intentionally achieved.

This is a preview of subscription content, log in via an institution to check access.

Access this chapter

Subscribe and save

Springer+ Basic
$34.99 /Month
  • Get 10 units per month
  • Download Article/Chapter or eBook
  • 1 Unit = 1 Article or 1 Chapter
  • Cancel anytime
Subscribe now

Buy Now

Chapter
USD 29.95
Price excludes VAT (USA)
  • Available as PDF
  • Read on any device
  • Instant download
  • Own it forever

Tax calculation will be finalised at checkout

Purchases are for personal use only

Institutional subscriptions

Similar content being viewed by others

Notes

  1. 1.

    We acknowledge the existence of other definitions, distinctions and categories in the serious gaming community. However, using those definitions creates a bridge between IT security education programs in general and game-based approaches. Furthermore, the distinction into training games and education games represents a distinct part of our community: experts in International Relations, International Security, and military wargaming. This serves as further illustration of just how fragmented the serious gaming community is.

References

  1. Curry, J., Engle, C., Perla, P. (eds.): The Matrix Games Handbook - Professional Applications from Education to Analysis and Wargaming. The History of Wargaming Project, Wroclav (2018)

    Google Scholar 

  2. Curry, J., Price, T.: Dark guest - training games for cyber warfare - wargaming internet based attacks. In: History of Wargaming, 2nd edn., vol. 1 (2013)

    Google Scholar 

  3. Lahneman, W.J., Arcos, R. (eds.): The Art of Intelligence - Simulations, Exercises and Games, 1st edn. Rowman & Littlefield, New York (2014)

    Google Scholar 

  4. Roepke, R., Schroeder, U.: The problem with teaching defence against the dark arts - a review of game-based learning applications and serious games for cyber security education. In: Proceedings of the 11th International Conference on Computer Supported Education, vol. 1. SciTePress (2019)

    Google Scholar 

  5. Bartels, E., Hollingshed, D.: Can your Game Multi-task? Presented at the Military Operations and Research Society 81.1 Virtual Symposium, Washington D.C., June 2013. https://paxsims.wordpress.com/2013/06/14/virtual-mors-bartels-on-can-your-game-multi-task/. Accessed 16 May 2019

  6. Butler, M.J.: The holy trinity? Connecting learning objectives, assessment, and debriefing in IR simulations. Presented at the International Studies Association Annual Conference, Atlanta, March 2016

    Google Scholar 

  7. Sabin, P.: Wargames as an academic instrument. In: Harrigan, P., Kirschenbaum, M.G. (eds.) Zones of Control - Perspectives on Wargaming, 1st edn., pp. 421–438. The MIT Press, London (2016)

    Google Scholar 

  8. Bartels, E.: Games as structured comparisons: a discussion of methods. Presented at the ISA’s 59th Annual Convention, San Francisco, April 2018

    Google Scholar 

  9. Toth, P., Klein, P.: A role-based model for federal information technology/cybersecurity training. NIST Spec. Publ. 800(16), 163 (2014)

    Google Scholar 

  10. Shostack, A.: Elevation of privilege: drawing developers into threat modeling. Presented at the 2014 USENIX Summit on Gaming, Games, and Gamification in Security Education, San Diego, 18 August 2014

    Google Scholar 

  11. König, J.A., Wolf, M.R.: A new definition of competence developing games - and a framework to assess them. Presented at the ACHI 2016: The Ninth International Conference on Advances in Computer-Human Interactions (2016)

    Google Scholar 

  12. Olano, M., et al.: SecurityEmpire: development and evaluation of a digital game to promote cybersecurity education. Presented at the 2014 USENIX Summit on Gaming, Games, and Gamification in Security Education, San Diego, August 2014

    Google Scholar 

  13. Krathwohl, D.R.: A revision of bloom’s taxonomy - an overview. Theory Pract. 41(4), 212–218 (2002)

    Article  Google Scholar 

  14. van Niekerk, J., van Solms, R.: Bloom’s Taxonomy for Information Security Education. ISSA (2008)

    Google Scholar 

  15. Michel, J.-B., et al.: Quantitative analysis of culture using millions of digitized books. Science 331, 176–182 (2010)

    Article  Google Scholar 

  16. Risi, S.: Google Ngrams: From Relative Frequencies to Absolute Counts (2016). https://stanford.edu/~risi/tutorials/absolute_ngram_counts.html. Accessed 30 Mar 2019

  17. Smith, V.L., Wilson, B.J.: Humanomics - moral sentiments and the wealth of nations for the twenty-first century. In: Cambridge Studies in Economics, Choice, and Society, vol. 13. Cambridge University Press, Cambridge (2019)

    Google Scholar 

Download references

Acknowledgements

This research was supported by the research training group “Human Centered Systems Security” sponsored by the state of North-Rhine Westphalia.

Author information

Authors and Affiliations

Authors

Corresponding author

Correspondence to Klemens Köhler .

Editor information

Editors and Affiliations

Rights and permissions

Reprints and permissions

Copyright information

© 2021 Springer Nature Switzerland AG

About this paper

Check for updates. Verify currency and authenticity via CrossMark

Cite this paper

Köhler, K., Röpke, R., Wolf, M.R. (2021). Through a Mirror Darkly – On the Obscurity of Teaching Goals in Game-Based Learning in IT Security. In: Wardaszko, M., Meijer, S., Lukosch, H., Kanegae, H., Kriz, W.C., Grzybowska-Brzezińska, M. (eds) Simulation Gaming Through Times and Disciplines. ISAGA 2019. Lecture Notes in Computer Science(), vol 11988. Springer, Cham. https://doi.org/10.1007/978-3-030-72132-9_6

Download citation

  • DOI: https://doi.org/10.1007/978-3-030-72132-9_6

  • Published:

  • Publisher Name: Springer, Cham

  • Print ISBN: 978-3-030-72131-2

  • Online ISBN: 978-3-030-72132-9

  • eBook Packages: Computer ScienceComputer Science (R0)

Publish with us

Policies and ethics