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Security through play | IEEE Journals & Magazine | IEEE Xplore

Abstract:

The US Naval Postgraduate School and University of Washington each independently developed informal security-themed tabletop games. [d0x3d!] is a board game in which play...Show More

Abstract:

The US Naval Postgraduate School and University of Washington each independently developed informal security-themed tabletop games. [d0x3d!] is a board game in which players collaborate as white-hat hackers, tasked to retrieve a set of valuable digital assets held by an adversarial network. Control-Alt-Hack is a card game in which three to six players act as white-hat hackers at a security consulting company. These games employ modest pedagogical objectives to expose broad audiences to computer security topics.
Published in: IEEE Security & Privacy ( Volume: 11, Issue: 3, May-June 2013)
Page(s): 64 - 67
Date of Publication: 29 May 2013

ISSN Information:

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Play as Part of Security Education

Others have claimed success in encoding basic computer science principles in simple games1, 2 Likewise, we hypothesize games might be able to encode skills essential in reasoning about security. Eric Klopfer and his colleagues identified five freedoms essential to play: 3

The freedom to experiment

The freedom to fail

The freedom to fashion identities

The freedom of interpretation, and

The freedom of autonomous effort.

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1.
I. Bezkov, J.E. Heliotis and S.P. Strout, "Board Game Strategies in Introductory Computer Science", Proc. 44th ACM Technical Symp. Computer Science Education, pp. 17-22, 2013.
2.
M. Berland and V.R. Lee, "Collaborative Strategic Board Games as a Site for Distributed Computational Thinking", Intl J. Game-Based Learning, vol. 1, no. 2, pp. 65-81, 2011.
3.
E. Klopfer, S. Osterweil and K. Salen, Moving Learning Games Forward: Obstacles Opportunities and Openness, 2009.
4.
L. Williams, A. Meneely and G. Shipley, "Protection Poker: The New Software Security Game", IEEE Security Privacy, vol. 8, no. 3, pp. 14-20, 2010.
5.
R. Ensafi, M. Jacobi and J.R. Crandall, "Students Who Dont Understand Information Flow Should Be Eaten: An Experience Paper", Proc. 5th Usenix Conf. Cyber Security Experimentation and Test, pp. 10, 2012.
6.
C. Irvine, M. Thompson and K. Allen, "CyberCIEGE: Gaming for Information Assurance", IEEE Security Privacy, vol. 3, no. 3, pp. 61-64, 2005.
7.
L. Annetta and S. Bronack, Serious Educational Game Assessment: Practical Methods and Models for Educational Games Simulations and Virtual Worlds, 2010.
8.
D. Ifenthaler, D. Eseryel and X. Ge, Assessment in Game-Based Learning: Foundations Innovations and Perspectives, 2012.
9.
G. Wiggins, Educative Assessment: Designing Assessments to Inform and Improve Student Performance, 1998.
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References

References is not available for this document.