Abstract
Education is an important topic. Increasing the effectiveness and efficiency of conveying knowledge is interesting for schools of all kinds, in the professional world, but also in the private sector. In this paper, we deal with this highly important topic. Thus, we implement a promising approach for improving education called gamification, for the module Ethical Hacking Lab (EHL) of the Secure Software Systems Group of the Julius-Maximilians- University of Wuerzburg. Summarized into one sentence, in this paper we improve the EHL through gamification in the form of a so-called Capture The Flag (CTF) project.
Specifically, on the one hand, we develop a CTF framework to provide and administer exercises. The framework also allows the integration of virtual laboratory environments. Furthermore, it contains statistics and various game elements to promote the game char- acteristics and to motivate the participants.
On the other hand, we develop virtual laboratory environments for the binary exploitation exercises of the EHL. Hereby, we aim to further motivate and engage the participants by enabling an actual execution of their developed exploits against a virtual target. In addition, our laboratory environments relieve the participants from tedious setup tasks, as well as the tutors of the EHL from the manual correction of the submitted solutions.
Furthermore, we integrate all other exercises of the EHL into our CTF framework. We implement this by extracting and integrating various questions about the exercises. By developing and executing detailed test plans, we ultimately ensure proper functionality of the CTF project.
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