通过在印尼大学实施“夺旗行动”提升网络安全能力

None Dudi Gurnadi Kartasasmita, None F.G Cempaka Timur, None Agus H.S Reksoprodjo
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摘要

学术机构在确定最有效的教学方法以提高学生在网络安全领域的熟练程度时遇到了几个挑战。相反,网络安全游戏化被广泛认为是促进网络安全学习的合适途径,例如行业中的夺旗活动(CTF)。本研究旨在评估利用游戏化作为一种教学工具,在大学背景下提高网络安全能力的有效性。本研究采用定量研究方法,采用预实验设计的实验方法。研究发现:1)游戏化的实施显著提高了学生在密码学、web漏洞和整体网络安全方面的能力;2)游戏化实验对提高实践技能的影响比对理论知识的影响更大;3)游戏化对提高网络安全能力的有效性的评估结果为中等水平(中等)。达到了65.91%。虽然在游戏化的背景下观察到中等水平的有效性,但应该承认游戏化在提高网络安全能力方面具有巨大的潜力。为了实现网络安全技能的最佳改进,建议在解决网络安全三大支柱的同时,始终如一地定期整合游戏化。此外,游戏化的利用也为培养网络安全事件处理能力和模拟网络战场景提供了机会
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Enhancing Competency of Cybersecurity Through Implementation of the “CAPTURE THE FLAG” On College in Indonesia
Academic institutions encounter several challenges when it comes to determining the most effective pedagogical approaches for enhancing their students' proficiency in the domain of cybersecurity. Conversely, cybersecurity gamification, exemplified by Capture the Flag (CTF) events in the industry, is widely considered an appropriate avenue for fostering cybersecurity learning. This research endeavors to assess the effectiveness of employing gamification as an instructional tool to enhance cybersecurity competency within the college context. The study employs a quantitative research method, adopting an experimental approach with a pre-experimental design. The research findings reveal the following key points 1) the implementation of gamification resulted in a significant enhancement of students' competency in cryptography, web vulnerability, and overall cybersecurity, 2) the gamification experiment demonstrated a stronger influence on enhancing practical skills as opposed to theoretical knowledge, 3) the evaluation of gamification's effectiveness in augmenting cybersecurity competency yielded a medium level (medium-g) of efficacy, reaching 65.91%. Although the medium level of effectiveness was observed in the context of gamification, it should be acknowledged that gamification holds substantial potential for advancing cybersecurity competency. For the attainment of optimal improvement in cybersecurity skills, a consistent and regular integration of gamification is recommended, while concurrently addressing the three pillars of cybersecurity. Furthermore, the utilization of gamification also presents opportunities for cultivating cybersecurity incident handling capabilities and the simulation of cyberwarfare scenarios
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