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abstract

Analyzing User Interactions with Cybersecurity Games

Published:22 February 2019Publication History

ABSTRACT

Capture the Flag games are software applications designed to exercise cybersecurity concepts, practice using security tools, and understand cyber attacks and defense. We develop and employ these games at our university for training purposes, unlike in the traditional competitive setting. During the gameplay, it is possible to collect data about players' in-game actions, such as typed commands or solution attempts, including the timing of these actions. Although such data was previously employed in computer security research, to the best of our knowledge, there were few attempts to use this data primarily to improve education. In particular, we see an open and challenging research problem in creating an artificial intelligence assistant that would facilitate the learning of each player. Our goal is to propose, apply, and experimentally evaluate data analysis and machine learning techniques to derive information about the players' interactions from the in-game data. We want to use this information to automatically provide each player with a personalized formative assessment. Such assessment will help the players identify their mastered concepts and areas for improvement, along with suggestions and actionable steps to take. Furthermore, we want to identify high- or low-performing players during the game, and subsequently, offer them game tasks more suitable to their skill level. These interventions would supplement or even replace feedback from instructors, which would significantly increase the learning impact of the games, enable more students to learn cybersecurity skills at an individual pace, and lower the costs.

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        • Published in

          cover image ACM Conferences
          SIGCSE '19: Proceedings of the 50th ACM Technical Symposium on Computer Science Education
          February 2019
          1364 pages
          ISBN:9781450358903
          DOI:10.1145/3287324

          Copyright © 2019 Owner/Author

          Permission to make digital or hard copies of part or all of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for third-party components of this work must be honored. For all other uses, contact the Owner/Author.

          Publisher

          Association for Computing Machinery

          New York, NY, United States

          Publication History

          • Published: 22 February 2019

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          Acceptance Rates

          SIGCSE '19 Paper Acceptance Rate169of526submissions,32%Overall Acceptance Rate1,595of4,542submissions,35%

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