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arXiv 2004.11556cs.CRcs.CY
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在大学课程中使用夺旗游戏的好处和陷阱

Benefits and Pitfalls of Using Capture the Flag Games in University Courses

Jan Vykopal, Valdemar Švábenský, Ee-Chien Chang

摘要:

用于练习网络安全技能的Capture the Flag(CTF)游戏的概念在非正式教育环境和休闲比赛中广泛存在。然而,它在大学课程中使用得并不多。本文总结了我们的经验,从使用危险CTF游戏作为家庭作业在介绍本科课程。我们对描述学生在游戏中的行为和课程表现的数据进行了分析,揭示了CTF任务设计中应该解决的四个方面:评分,脚手架,剽窃和所用CTF平台的学习分析能力。本文通过分享我们的建议来解决这些问题。我们相信,这些建议对于考虑使用CTF游戏进行大学课程评估的网络安全教师和CTF游戏框架开发人员非常有用。

英文摘要:

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.

机构、总结、中文摘要均由AI分析而来,可能存在错误,请以论文正文为准。

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