Denning, T., Lerner, A., Shostack, A., and Kohno, T.
(2013). Control-Alt-Hack: the design and evaluation
of a card game for computer security awareness and
education. In Proc. of the 2013 ACM SIGSAC CCS,
Berlin, Germany, pages 915–928. ACM Press.
ENISA (2015). The 2015 Report on National and Interna-
tional Cyber Security Exercises. Technical Report 1.0,
European Union Agency for Network and Information
Security (ENISA), Heraklion, Greece.
Frank, M., Leitner, M., and Pahi, T. (2017). Design Con-
siderations for Cyber Security Testbeds: A Case Study
on a Cyber Security Testbed for Education. In Proc. of
the 2017 3rd IEEE CyberSciTech, pages 38–46. IEEE.
Frey, S., Rashid, A., Anthonysamy, P., Pinto-Albuquerque,
M., and Naqvi, S. A. (2019). The Good, the Bad and
the Ugly: A Study of Security Decisions in a Cyber-
Physical Systems Game. IEEE Transactions on Soft-
ware Engineering, 45(5):521–536.
Gentry, J. W. (1990). What is experiential learning. Guide
to business gaming and experiential learning, 9:20.
Hendrix, M., Al-Sherbaz, A., and Victoria, B. (2016). Game
based cyber security training: are serious games suit-
able for cyber security training? International Journal
of Serious Games, 3(1).
Katsantonis, N. M., Kotini, I., Fouliras, P., and Mavridis,
I. (2019). Conceptual framework for developing cy-
ber security serious games. In 2019 IEEE Global En-
gineering Education Conference (EDUCON), pages
872–881. IEEE.
Kucek, S. and Leitner, M. (2020). An empirical survey of
functions and configurations of open-source capture
the flag (ctf) environments. Journal of Network and
Computer Applications, 151:102470.
Leitner, M., Frank, M., Hotwagner, W., Langner, G., Mau-
rhart, O., Pahi, T., Reuter, L., Skopik, F., Smith, P.,
and Warum, M. (2020). AIT cyber range: flexible
cyber security environment for exercises, training and
research. In Proceedings of the European Interdisci-
plinary Cybersecurity Conference, pages 1–6.
Peker, Y. K., Ray, L., Da Silva, S., Gibson, N., and Lam-
berson, C. (2016). Raising cybersecurity awareness
among college students. In Journal of The Collo-
quium for Information Systems Security Education,
volume 4, pages 1–17.
Pham, C., Tang, D., Chinen, K.-i., and Beuran, R. (2016).
Cyris: A cyber range instantiation system for facili-
tating security training. In Proceedings of the Seventh
Symposium on Information and Communication Tech-
nology, pages 251–258.
Sanders, K., Boustedt, J., Eckerdal, A., McCartney, R.,
and Zander, C. (2017). Folk pedagogy: Nobody
doesn’t like active learning. In Proceedings of the
2017 ACM Conference on International Computing
Education Research, page 145–154. ACM.
Sedjelmaci, H., Hadji, M., and Ansari, N. (2019). Cyber
security game for intelligent transportation systems.
IEEE Network, 33(4):216–222.
Tioh, J.-N., Mina, M., and Jacobson, D. W. (2017). Cyber
security training a survey of serious games in cyber
security. In 2017 IEEE Frontiers in Education Con-
ference (FIE), pages 1–5. IEEE.
Vigna, G., Borgolte, K., Corbetta, J., Doup
´
e, A., Fratanto-
nio, Y., Invernizzi, L., Kirat, D., and Shoshitaishvili,
Y. (2014). Ten Years of iCTF: The Good, The Bad,
and The Ugly. In Proc. of the 2014 USENIX Sum-
mit on Gaming, Games, and Gamification in Security
Education, page 7. USENIX Association.
Vykopal, J., Vizvary, M., Oslejsek, R., Celeda, P., and To-
varnak, D. (2017). Lessons learned from complex
hands-on defence exercises in a cyber range. In Proc.
of the 2017 IEEE Frontiers in Education Conference
(FIE), Indianapolis, IN, USA, pages 1–8. IEEE.
Wellington, W., Faria, A. J., and Jr., R. O. N. (1996). An
empirical investigation into the nature of the learning
process in a computer-based simulation game. Mar-
keting Education Review, 6(3):15–28.
Werther, J., Zhivich, M., Leek, T., and Zeldovich, N.
(2011). Experiences In Cyber Security Education:
The MIT Lincoln Laboratory Capture-the-Flag Exer-
cise. Proc. of the 4th conference on Cyber security
experimentation and test (CSET), page 9.
ICISSP 2023 - 9th International Conference on Information Systems Security and Privacy
642