To increase minority students’ participation, particularly African Americans in cyber fields, STEM engineering education requires a new approach to student learning. Students learn best when they are actively involved in the learning process. The concept of gamification is an emerging alternative approach that adds game elements to traditional instruction, engaging students in learning engineering concepts. In recent years, capture-the-flag competitions have emerged as a gamification approach to training and building students’ interest in cybersecurity.
During the spring 2019 academic term, a team of students from the Electrical and Computer Engineering department of Morgan State University participated in an embedded capture-the-flag (eCTF) competition organized by MITRE. The eCTF was also offered as a graduate course in the department. This graduate course included a cohort of minority students who had been exposed to fundamental concepts regarding secure embedded systems. We found that the eCTF allowed students to work in teams, develop critical thinking skills, address complex technical issues associated with real-world applications, and motivated continued learning and increased research productivity after the course ended. This paper aims to describe the design and implementation of the eCTF competition in the graduate course and summarize the successes and the barriers that impact the engagement of minority students in cybersecurity.
Michel A. Kornegay, Md Tanvir Arafin, and Kevin Kornegay. Engaging Underrepresented Students in Cybersecurity using Capture-the-Flag(CTF) Competitions (Experience). 2021 ASEE Virtual Annual Conference Content Access, Virtual Conference. July 2021. https://peer.asee.org/37048