by adam on December 8, 2016
There’s a new paper from Mark Thompson and Hassan Takabi of the University of North Texas. The title captures the question:
Effectiveness Of Using Card Games To Teach Threat Modeling For Secure Web Application Developments
Gamification of classroom assignments and online tools has grown significantly in recent years. There have been a number of card games designed for teaching various cybersecurity concepts. However, effectiveness of these card games is unknown for the most part and there is no study on evaluating their effectiveness. In this paper, we evaluate effectiveness of one such game, namely the OWASP Cornucopia card game which is designed to assist software development teams identify security requirements in Agile, conventional and formal development
processes. We performed an experiment where sections of graduate students and undergraduate students in a security related course at our university were split into two groups, one of which played the Cornucopia card game, and one of which did not. Quizzes were administered both before and after the activity, and a survey was taken to measure student attitudes toward the exercise. The results show that while students found the activity useful and would like to see this activity and more similar exercises integrated into the classroom, the game was not easy to understand. We need to spend enough time to familiarize the students with the game and prepare them for the exercises using the game to get the best results.
I’m very glad to see games like Cornucopia evaluated. If we’re going to push the use of Cornucopia (or Elevation of Privilege) for teaching, then we ought to be thinking about how well they work in comparison to other techniques. We have anecdotes, but to improve, we must test and measure.