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題名:基於真實案例之網路安全素養遊戲式教學設計
書刊名:人文社會學報. 國立臺灣科技大學
作者:曾憲雄翁瑞鋒楊宗瑜
作者(外文):Tseng, Shian-shyongWeng, Jui-fengYang, Tsung-yu
出版日期:2016
卷期:12:4
頁次:頁305-317
主題關鍵詞:攻防知識整理演算法真實網安案例遊戲式學習卡牌遊戲Internet security knowledge building algorithmReal internet security instancesGame-based learningCard game
原始連結:連回原系統網址new window
相關次數:
  • 被引用次數被引用次數:期刊(1) 博士論文(0) 專書(0) 專書論文(0)
  • 排除自我引用排除自我引用:1
  • 共同引用共同引用:11
  • 點閱點閱:6
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。
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.
期刊論文
1.陳明月(20071200)。網路素養教育探討。研習資訊,24(6),103-109。  延伸查詢new window
2.Admiraal, Wilfried、Huizenga, Jantina、Akkerman, Sanne、Ten Dam, Geertten(2011)。The concept of flow in collaborative game-based learning。Computers in Human Behavior,27(3),1185-1194。  new window
3.Vygotsky, L. S.(1967)。Play and its role in the mental development of the child。Soviet Psychology,5,6-18。  new window
4.Papastergiou, M.(2009)。Digital Game-Based Learning in high school Computer Science education:Impact on educational effectiveness and student motivation。Computers & Education,52(1),1-12。  new window
5.Ebner, M.、Holzinger, A.(2007)。Successful implementation of user-centered game based learning in higher education: An example from civil engineering。Computers & Education,49(3),873-890。  new window
會議論文
1.曾憲雄、翁瑞鋒、楊宗瑜(2014)。以概念構圖輔助網路安全遊戲式學習之評量。第十屆台灣數位學習發展研討會。  延伸查詢new window
2.曾憲雄、翁瑞鋒(2013)。遊戲式網路安全攻防素養評量之設計。第9屆台灣數位學習發展研討會。臺中市:國立自然科學博物館。  延伸查詢new window
3.Chao, C. C.(2006)。An investigation of learning style differences and attitudes toward digital game-based learning among mobile users。Wireless, Mobile and Ubiquitous Technology in Education,(會議日期: 2006, November)。Athens:IEEE。  new window
4.Kumaraguru, P.、Cranshaw, J.、Acquisti, A.、Cranor, L.、Hong, J.、Blair, M. A.、Pham, T.(2009)。School of phish: a real-world evaluation of anti-phishing training。15th Symposium on Usable Privacy and Security,(會議日期: 2009, July)。New York, NY:ACM。  new window
圖書
1.孫春在(2014)。遊戲式數位學習。臺北市:高等教育出版社。new window  延伸查詢new window
2.Piaget, J.(1962)。Play, dreams and imitation in childhood。Norton。  new window
其他
1.Symantec(2015)。Symantec Internet Security Threat Report (ISTR20),http://images.mktgassets.symantec.com/Web/Symantec/%7B8b643c61-50a2-40d4-b2baf60a923c616a%7D_ISTR_20_Full_Report_TW.pdf?aid=elq_5955&om_sem_kw=elq_12203357&om_ext_cid=biz_email_elq_.。  new window
 
 
 
 
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