A preliminary study of barriers to engagement in CyberCIEGE
Abstract
CyberCIEGE is a resource-management simulation in which the player assumes the role of a decision maker for an IT-dependent organization. Through the use of scenarios, it is intended to support education, training and awareness in cyber security. Naval Postgraduate School (NPS) plans to use the game to help to teach Identity Management concepts. To help prepare for that, we conducted a study of barriers to engagement in CyberCIEGE by observing eight students while playing the game, analyzing game logs and holding evaluation meetings with two classes. Our study revealed several barriers to becoming engaged in the game due to weaknesses in the game's user interface, the students' limited understanding of the security context and their limited video game playing skills. These problems can be mitigated by structuring game scenarios so that students must pass the beginners' level before advancing to subsequent levels. Optimally, a skilled student should be allowed to skip the simple introductions; however, it is not clear that student skill can be reliably assessed prior to playing the scenarios. Also, the CyberCIEGE Tire Ply Scenario should be improved to provide unambiguous objectives, timely and clear feedback and more relevant real life narratives.
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This publication is a work of the U.S. Government as defined in Title 17, United States Code, Section 101. Copyright protection is not available for this work in the United States.NPS Report Number
NPS-CS-09-006Related items
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