Abstract
Today, information technology is used to fight the virus and perform various daily activities like teleworking and learning from home. It is essential to ask within the cyber community how to acquire and build competencies during the pandemic that would span beyond technological skills. Digitally made online tabletop environments are especially relevant in this crucial time. Tabletop exercises help professionals learn and analyse different scenarios of human behaviour and prepare for real-life situations. In particular, it is essential to use tabletop exercises with gamification capabilities for agile adaptation to learners’ competencies. Gamification elements in education are used when simulating static or dynamic incidents and scenarios. Depending on the scenario at hand, different competencies are evaluated. This poster describes a prototype developed by the cyber security roles and competencies assessment. It is a comprehensive analysis and implementation process. The prototype introduces some specialised roles that can be chosen. Based on the role, the difficulty of a scenario is set, and the game begins. The poster demonstrates how implemented prototype puts a varying effort on the cyber domain, general communication and organisational skills.
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