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Capture the Flag Unplugged: an Offline Cyber Competition

Published: 08 March 2017 Publication History
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  • Abstract

    In order to meet the cybersecurity workforce demand, it is important to raise cybersecurity interest among the youth. Just like ACM programming competitions, Capture the Flag (CTF) competitions allow students to learn cybersecurity skills in a fun and engaging way. It is an effective platform to increase students' interest in cybersecurity and prepare them for defending against real cyber attackers. A typical CTF competition requires at least some basic technical security knowledge and months of diligent preparation. For this very reason, many computer science students do not feel qualified to participate in CTF competitions, and as a result, do not even try. To overcome this lack of confidence while at the same time raising awareness about the cybersecurity profession in a realistic fashion, we have developed the CTF Unplugged project, as inspired by the CS Unplugged project. The primary goal is to teach students with little or no technical knowledge about the different cybersecurity challenges that a cybersecurity professional must address and the problem-solving skills needed for a cybersecurity career, all without direct use of technology. The effectiveness of CTF unplugged project has been evaluated after exposing 36 high school students participating in the Tennessee Tech University GenCyber Camp to these activities this past summer. Students reported a significant gain in knowledge, confidence and comfort level after participation.

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    • (2022)Automated Flag Detection and Participant Performance Evaluation for Pwnable CTFSilicon Valley Cybersecurity Conference10.1007/978-3-030-96057-5_9(126-142)Online publication date: 10-Feb-2022
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      cover image ACM Conferences
      SIGCSE '17: Proceedings of the 2017 ACM SIGCSE Technical Symposium on Computer Science Education
      March 2017
      838 pages
      ISBN:9781450346986
      DOI:10.1145/3017680
      Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than the author(s) must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected].

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      Published: 08 March 2017

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      Author Tags

      1. capture the flag
      2. competition
      3. cybersecurity
      4. education
      5. unplugged

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      SIGCSE '17 Paper Acceptance Rate 105 of 348 submissions, 30%;
      Overall Acceptance Rate 1,595 of 4,542 submissions, 35%

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      Cited By

      View all
      • (2023)Offline and online user experience of gamified robotics for introducing computational thinkingComputers & Education10.1016/j.compedu.2022.104664193:COnline publication date: 1-Feb-2023
      • (2022)What do We Know about Computing Education for K-12 in Non-formal Settings? A Systematic Literature Review of Recent ResearchProceedings of the 2022 ACM Conference on International Computing Education Research - Volume 110.1145/3501385.3543960(264-281)Online publication date: 3-Aug-2022
      • (2022)Automated Flag Detection and Participant Performance Evaluation for Pwnable CTFSilicon Valley Cybersecurity Conference10.1007/978-3-030-96057-5_9(126-142)Online publication date: 10-Feb-2022
      • (2021)Programming Human-Robot Interactions for Teaching Robotics within a Collaborative Learning Open Space: Robots Playing Capture the Flag GameCHI Greece 2021: 1st International Conference of the ACM Greek SIGCHI Chapter10.1145/3489410.3489422(1-5)Online publication date: 25-Nov-2021
      • (2021)Lessons Learnt Conducting Capture the Flag CyberSecurity Competition during COVID-192021 IEEE Frontiers in Education Conference (FIE)10.1109/FIE49875.2021.9637404(1-9)Online publication date: 13-Oct-2021
      • (2021)SherLOCKED: A Detective-Themed Serious Game for Cyber Security EducationHuman Aspects of Information Security and Assurance10.1007/978-3-030-81111-2_4(35-45)Online publication date: 8-Jul-2021
      • (2020)Design of a cyber security awareness campaign to be implemented in a quarantine laboratoryJournal of Computing Sciences in Colleges10.5555/3417682.341768335:9(11-18)Online publication date: 12-Aug-2020
      • (2020)Design and Develop a Cybersecurity Education Framework Using Capture the Flag (CTF)Research Anthology on Artificial Intelligence Applications in Security10.4018/978-1-7998-7705-9.ch011(225-249)Online publication date: 27-Nov-2020
      • (2020)Teaching and Learning IoT Cybersecurity and Vulnerability Assessment with Shodan through Practical Use CasesSensors10.3390/s2011304820:11(3048)Online publication date: 27-May-2020
      • (2020)Shuffle, Cut, and Learn: Crypto Go, a Card Game for Teaching CryptographyMathematics10.3390/math81119938:11(1993)Online publication date: 8-Nov-2020
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