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 SecurityCom: A multi-player game for researching and teaching ...

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file time: 2008-02-16

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SecurityCom:  A multi-player game for researching and teaching information security teams 

Doug Twitchell, PhD

Illinois State University

School of Information Technology

 

Security Education and Training 

Why? The easy part That00 why we00e here Integral to a comprehensive security plan  
How? Not so easy00/font> Classroom? Books? Certifications? Apprenticeships? On-the-job?  

Learning According to Bloom 

Bloom: Lowest/Easiest is Knowledge (i.e., memorizing, defining, recognizing) Books/Lectures Highest/Hardest is Evaluation (i.e., assess, compare, judge, predict) Long experience Middle is Application (i.e., use, operate, demonstrate) What we can hope for in security education  
 

http://officeport.com/edu/blooms.htm

 

Experiential Learning According to Kolb 

Concrete

Experience 

Active

Experimentation 

Reflective

Observation 

Abstract

Conceptualization

 

Security Learning for Teams 

Security function Usually involves more than one person Doesn00 happen in a vacuum Organizational constraints Budgetary constraints Security 00/font> Agility Decisions made with others across the organization Security 00echies00not often prepared for this Security may lose out (bias => agility)  

Experiential Learning in Security Education and Training 

How to get to the application level with teams Demonstrations Not really application Labs Tutorials Step-by-step Assignments Figure out parts on your own Work/Study and Internships Best Sometimes difficult to get Uncontrolled (may not coincide with curriculum goals) Games!  

Games In Security Education 

Advantages 

Disadvantages 

Controlled You decide what they learn and how they learn it No distracting outside information Cause/Effect demonstrated immediately Quick Can be designed to do in < 1 hour Part of a lecture Cheap Not much equipment needed Familiarity Younger students, at least Motivation Competition Use for Research  
Main disadvantage: Not as close to 00eal life00as real life is Not free Some equipment required Design and setup required Students must learn how to use  

Games in Security Education: 
CyberProtect 

Two games you might know about  
CyberProtect Defense Information Systems Agency Free and freely distributable Won awards Quick/Easy to use Single player Turn-based Somewhat outdated Demo!  

Games in Security Education: 
CyberCIEGE 

CyberCIEGE Naval Postgraduate School Free for some by request 3D! Simulation based Game-building language Some pre-built scenarios Not as quick/easy as CyberProtect Currently only single-player But claims that multi-player is in the works Demo!  

StrikeCom 

StrikeCom Built for researching interpersonal deception Used for teaching Network Centric Warfare Office of Force Transformation Seminars around the world National Defense University (until they were hacked) Received great feedback 00students could 00eel00the concepts, and it broke up the 00eath by PowerPoint00/font> Multi-player, collaborative game 00b>Teams!00 Taught usefulness of shared-situational awareness and alternative communication channels Demo!  

SecurityCom 

Wanted a game Quick/Easy like CyberProtect Multiplayer/Collaborative like StrikeCom Configurable like CyberCIEGE Web-based Easy to install (web browser only) and administer Familiar interface Built from ground-up Ruby on Rails AJAX Demo!  

Goals 

Use SecureCom As an experiential learning tool Active Experimentation Concrete Experience Integrated  in to lecture First concept Security in the organization Security 00/font> Agility Players with differing goals Need for trade-offs We teach this, but they need to 00eel00it  

Testing SecureCom: Experiment 1 

Lecture Only 

Lecture +Activity 

Teach concepts Organizational goals Conflicts Trade-offs Relation to risk management  
 
Overview of concepts Activity Groups of three Come up with a security plan on paper  
 

Lecture +SecureCom 

Overview of concepts Play Game Groups of three Secure the system across 4 rounds  
Test learning outcomes Pre/Post test Survey  

Testing SecureCom Experiment 2 

Choose two concepts Use CyberProtect, CyberCIEGE, and SecureCom as teaching aids Compare learning outcomes  

Bonus: Security Research Using Games 

Games are useful for research Research besides teaching/learning research  
Research using StrikeCom Deception Leadership  
Controlled environment Motivated subjects Full interaction recorded  

Bonus: Security Research Using Games 

Planned research using SecurityCom Shared-situational awareness Network-Centric Warfare tenet The ability for all involved to simultaneously have knowledge of current battlefield situtation  
Security Planning Does having shared-situational awareness help groups who make security decisions make better decisions? Network is the 00attlefield00/font> Compare groups with SSA to those with only language-based communication  

Conclusion 

Security education is important Need to make sure SE results in at least 00pplication00level learning Use Experiential learning to accomplish Games help complete experiential learning cycle CyberProtect and CyberCIEGE are currently available, but single player SecureCom is on its way and is collaborative Two experiments are planned to test SecureCom SecureCom and games like it can also be used for research  

Questions?

 

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We agree that it is important

We don00 agree on how to do it 

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Last point: Perhaps with some analysis too

With the limited time that we have 

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Active Experimentation and Concrete Experience help students 00eel00the concepts being taught 

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Teaching two security courses where this can be done 

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