arXiv Open Access 2025

A Case Study in Gamification for a Cybersecurity Education Program: A Game for Cryptography

Dylan Huitema Albert Wong
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Abstrak

Advances in technology, a growing pool of sensitive data, and heightened global tensions has increased the demand for skilled cybersecurity professionals. Despite the recent increase in attention given to cybersecurity education, traditional approaches have continue in failing to keep pace with the rapidly evolving cyber threat landscape. Challenges such as a shortage of qualified educators and resource-intensive practical training exacerbate these issues. Gamification offers an innovative approach to provide practical hands-on experiences, and equip educators with up-to-date and accessible teaching tools that are targeted to industry-specific concepts. The paper begins with a review of the literature on existing challenges in cybersecurity education and gamification methods already employed in the field, before presenting a real-world case study of a gamified cryptography teaching tool. The paper discusses the design, development process, and intended use cases for this tool. This research highlights and provides an example of how integrating gamification into curricula can address key educational gaps, ensuring a more robust and effective pipeline of cybersecurity talent for the future.

Topik & Kata Kunci

Penulis (2)

D

Dylan Huitema

A

Albert Wong

Format Sitasi

Huitema, D., Wong, A. (2025). A Case Study in Gamification for a Cybersecurity Education Program: A Game for Cryptography. https://arxiv.org/abs/2502.06706

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Informasi Jurnal
Tahun Terbit
2025
Bahasa
en
Sumber Database
arXiv
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Open Access ✓