To address the nationwide workforce shortage of skilled and educated cyber-informed engineers, we must develop low-cost and highly effective resources for industrial control systems education and training. College curricula in technology management, cybersecurity, and computer science aim to build students’ computational and adversarial thinking abilities but are often done only through theory and abstracted concepts [1]. To better a student’s understanding of industrial control system applications, post-secondary institutions can use gamification to increase student interest through an interactive, user-friendly, hands-on experience. RADICL CTF can provide post-secondary institutions with new opportunities for low-cost, guided exercises for industrial control system (ICS) education to help students master adversarial thinking. Based on an extension to picoCTF, RADICL CTF is a platform for students to design, implement and evaluate exercises that test their understanding of core concepts in industrial control systems cybersecurity, answering the need for more interactive education methods. The main contributions of this paper are the improvement of the cyber-security curriculum through extending the picoCTF platform to promote the gamification of industrial control system concepts with consideration to the Purdue Reference Architecture.
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BEACON Labs: Designing Hands-on Lab Modules with Adversarial Thinking for Cybersecurity Education
Cybersecurity is an interdisciplinary field that is concerned with protecting digital assets from cyber-attacks aiming to illegally access sensitive information in order to tamper and disrupt systems and processes. Producing cybersecurity materials that are vertically-aligned is highly desired, given the shortage of cybersecurity educators and the dynamic and evolving nature of cybersecurity. More specifically, universities must do more to help fill the huge cybersecurity workforce shortage and address the lack of materials centered around adversarial thinking. In this paper, we propose a four-step process to turn a recent cybersecurity paper into a hands-on lab that utilizes game theory to promote adversarial thinking and show a case study where this process was used. The four-step process explains how papers are chosen, their research replicated, the production of lab materials, and complementary materials for students to work from. The case study demonstrates this process in practice and explains how game theory is incorporated into the lab.
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- Award ID(s):
- 2037658
- PAR ID:
- 10410731
- Date Published:
- Journal Name:
- Journal of the Colloquium for Information System Security Education
- Volume:
- 10
- ISSN:
- 2641-4554
- Format(s):
- Medium: X
- Sponsoring Org:
- National Science Foundation
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