imize motivation and usefulness. Finally, driven
by the goal of creating a recurring event, we con-
struct a survey and analyze students’ feedback in
order to assess the impact of the contest.
The remainder of the paper is organized as fol-
lows. Section 1 reviews the state of the art in deploy-
ing CTFs for educational purposes, indicating tools,
best practices, lessons learned and challenges in us-
ing the competition format to address learning objec-
tives. Section 2 outlines the design choices in devel-
oping our cybersecurity exercise, from infrastructure
to game scenarios, while Section 3 reviews the re-
sults of the exercise. Finally, in Section 4, we present
the results of the survey we conducted in order to
understand participants’ drives, interests in the topic,
knowledge level and opinions on the challenge.
2 STATE OF THE ART ON
CYBERSECURITY EXERCISES
The growing interest in academic, commercial or
community-based CTF challenges has inspired the
creation of CTF platforms. A CTF platform or en-
gine is a software environment that allows the deploy-
ment of challenges, offering different implementa-
tion options and game scenarios. Article (
ˇ
Sv
´
abensk
´
y,
2021) gathers approximately 16,000 textual CTF so-
lutions which are used to study the distribution of
main cybersecurity topics. Investigated game con-
figuration options include possible “dependencies be-
tween challenges”, “number of accepted attempts”,
“time limit” and “re-submission options” (Kucek and
Leitner, 2020). In general, customizing the challenge
amounts to creating a configuration script that de-
fines the selected options (Taylor et al., 2017). De-
pending on the type of challenge, design options can
include limiting the number of submission attempts,
challenge availability (for example having a game re-
quire correct completion of another), hint availability
(with or without impact on scoring).
CTF modalities include online challenges, where
a system is either under attack and requires appro-
priate defensive measures to be taken by the contes-
tants or the other way around. In the offline type of
challenges, on the other hand, the system remains
unchanged throughout the challenge. The survey
in (Taylor et al., 2017) signals that most CTF chal-
lenges intended for educational purposes use either
of modalities, however they fail to integrate the two
types of approaches in a realistic scenario that would
be close to what a system’s administrator would en-
counter in practice.
The common opinion is that CTFs are, at large,
beneficial to the field of cybersecurity, which suf-
fers from lack of human resources and, according to
some authors, improper representation in graduate-
level curricula (Cheung et al., 2011).
Beyond the gamification setup employed by the
majority of the events, which in itself can be debatable
with respect to pedagogical benefits, CTFs clearly
imply several educational methods. Because of the
specifics of cybersecurity, it is often the case that sig-
nificant prior knowledge is needed on behalf of the
participants in order to ensure a competitive advan-
tage (Mansurov, 2016). Therefore, the event may not
constitute a learning environment per se, although this
aspect can be mitigated, as we present shortly. More-
over, some CTFs may put too much weight on the
competitive aspect (Taylor et al., 2017) or on mea-
suring know-how (Katsantonis et al., 2017) and leave
little room for encouraging learning. On the other
hand, challenge-based learning, which is also inher-
ent to these events, implies more focus on the student
and opens the field to problem-based learning. For a
more detailed review on the pedagogical theory asso-
ciated with CTF challenges, see (Katsantonis et al.,
2017) and (Mansurov, 2016).
A more nuanced opinion is that the competitions
alone, although driving interest to the field, may have
limited pedagogical advantages, however significant
benefits can be drawn if CTFs are used as pretext for
organized extracurricular study groups.
University of Altai State University, Russia, orga-
nized a CTF-like learning environment, in the form of
an extracurricular club that used university resources
(infrastructure, staff) to support students competing in
CTF challenges (Mansurov, 2016). Steady growth of
membership was observed in the course of three years
after the club was established. More than 80% of
students evaluated that attending club workshops and
competitions resulted in the acquisition of new skills,
knowledge and hands-on experience, while 60% said
that it was also useful in studying for their regular
courses.
The high technical skills required in some compe-
titions seems to be by far the most perceived draw-
back of CTFs, especially by new participants (Kat-
santonis et al., 2017), (Chung and Cohen, 2014). An-
other important aspect indicated by participants con-
cerns the feedback received. While ranking in itself
gives an overall idea on how well each participant
did in the challenge, students require a more person-
alized evaluation of their work (Chung and Cohen,
2014), (Chothia and Novakovic, 2015).
Studies in (Katsantonis et al., 2017), (Chung and
Cohen, 2014) and (Chothia and Novakovic, 2015)
Using Cybersecurity Exercises as Essential Learning Tools in Universities
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