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基於真實案例之網路安全素養遊戲式教學設計

CASE-BASED LEARNING GAME DESIGN ON INTERNET SECURITY

摘要


本研究以桌遊卡牌的方式進行網路安全教學的活動設計,希望能夠提升學生的學習動機與學習效果,因此提出攻防知識整理演算法,以收集、分析網路安全真實案例的手段建構資訊安全知識,製成攻防對照表,並進一步導入網路怪客(iMonsters)卡牌遊戲之設計。讓學生可以透過設計好的遊戲情境,模擬駭客攻擊的方式與步驟,從遊戲卡牌中找出能夠對應的防禦牌,學習到網路安全的攻防基本概念知識。對於較複雜的案例,也可透過合作的模式來討論攻擊戰術,以贏得勝利。遊戲結束後,我們運用概念圖評量方式進行測驗,發現有高達37位學生得到滿分,表示學生在遊戲過程中,結合網路攻擊案例與攻防對照表,更能學習到網路攻防知識。同時,也能讓學生透過真實案例的遊戲更加有趣的學習到網路安全的知識。

並列摘要


In this paper, we propose an Internet security knowledge building algorithm to build up Internet security knowledge bases by collecting and analyzing real Internet security instances. This knowledge base was then used to design the rules and roles of the iMonsters card game. Therefore, students could learn the basic concepts of attacks and defenses via game playing. Furthermore, for complex cases, students could also discuss the attack tactics collaboratively to find a good solution. After playing the game, the concept map based assessment has been applied, and the results showed that there are 37 out of 53 students get the full rate. We may conclude the iMonsters card game can stimulate the students’ learning motivation and can enhance their skills and knowledge of Internet security.

參考文獻


陳明月(2005)。網路素養教育探討。研習資訊。24(6),103-109。
曾憲雄、翁瑞鋒()。
曾憲雄、翁瑞鋒、楊宗瑜()。
孫春在(2014)。遊戲式數位學習。臺北市:高教出版。
Admiraal, W.,Huizenga, J.,Akkerman, S.,Ten Dam, G.(2011).The concept of flow in collaborative game-based learning.Computers in Human Behavior.27(3),1185-1194.

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