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Serious games are simulation software designed to assist people in learning the practical concepts of various application fields such as Health, wellness, Education and Culture. People improve their individual knowledge, skills and attitude…
Cyber deception has recently received increasing attentions as a promising mechanism for proactive cyber defense. Cyber deception strategies aim at injecting intentionally falsified information to sabotage the early stage of attack…
In this work we present a prototype for simulating computer network attacks. Our objective is to simulate large networks (thousands of hosts, with applications and vulnerabilities) while remaining realistic from the attacker's point of…
In recent years, Software Engineering (SE) scholars and practitioners have emphasized the importance of integrating soft skills into SE education. However, teaching and learning soft skills are complex, as they cannot be acquired passively…
Cybersecurity is a major challenge for large organizations. Traditional cybersecurity defense is reactive. Cybersecurity operations centers keep out adversaries and incident response teams clean up after break-ins. Recently a proactive…
The concept of Capture the Flag (CTF) games for practicing cybersecurity skills is widespread in informal educational settings and leisure-time competitions. However, it is not much used in university courses. This paper summarizes our…
Intrusion detection has focused primarily on detecting cyberattacks at the event-level. Since there is such a large volume of network data and attacks are minimal, machine learning approaches have focused on improving accuracy and reducing…
The Explorations in Statistics Research workshop is a one-week NSF-funded summer program that introduces undergraduate students to current research problems in applied statistics. The goal of the workshop is to expose students to exciting,…
The authors present the results of a simple usability test performed on line_explorer, an innovative tool aimed at letting students explore programming. The system offers an interactive environment where students can learn, review, and…
Recent studies from all over the world show that more boys than girls play video games. The numbers are different for mobile gaming apps, where 65% of women are identified as gamers. Adapting game design activities for academic purposes is…
A challenge is to develop cyber-physical system scenarios that reflect the diversity and complexity of real-life cyber-physical systems in the research questions that they address. Time-bounded collaborative events, such as hackathons, jams…
Context: To effectively defend against ever-evolving cybersecurity threats, software systems should be made as secure as possible. To achieve this, software developers should understand potential vulnerabilities and apply secure coding…
Social computing is the study of how technology shapes human social interactions. This topic has become increasingly relevant to secondary school students (ages 11--18) as more of young people's everyday social experiences take place…
This chapter reports an empirical teaching experience integrating newsgame creation-serious games addressing current events and contributing to public debate-into an introductory game design course for engineering students. From 2010 to…
Traditional rule-based cybersecurity systems have proven highly effective against known malware threats. However, they face challenges in detecting novel threats. To address this issue, emerging cybersecurity systems are incorporating AI…
The use of educational games for pedagogical practice can provide new conceptions of teaching-learning in an interactive environment stimulating the acquisition of new knowledge. The so-called serious games are focused on the goal of…
Everyone learns to code nowadays. Writing code, however, does not go without testing, which unfortunately rarely seems to be taught explicitly. Testing is often not deemed important enough or is just not perceived as sufficiently exciting.…
As internet related challenges increase such as cyber-attacks, the need for safe practises among users to maintain computer system's health and online security have become imperative, and this is known as cyber-hygiene. Poor cyber-hygiene…
This research aims to design an educational mobile game for home computer users to prevent from phishing attacks. Phishing is an online identity theft which aims to steal sensitive information such as username, password and online banking…
There is a conflict between the need for security compliance by users and the fact that commonly they cannot afford to dedicate much of their time and energy to that security. A balanced level of user engagement in security is difficult to…