STONewsArchive: STO research examines the gamification of cyber defence and resilience

Title: STO research examines the gamification of cyber defence and resilience
Start_Publishing: 11/01/2023
Panel_Page: SAS
Page_ID: 3896
Main_Body_Multi: A new report from a NATO STO Research Task Group (RTG) describes the development and testing of various cyber security-related game-based learning systems. The report, “Gamification of Cyber Defence and Resilience”, serves as a guide for experts focused on game-based learning approaches to enhancing current defence education and training


The report was authored by an RTG formed under the STO System Analysis and Studies (SAS) Panel. The team (SAS-129) was led by experts from Türkiye and the Netherlands, with members from Germany, the United Kingdom, the United States and the NATO Cooperative Cyber Defence Centre of Excellence. Their research was carried out under the Collaborative Programme of Work of the NATO STO.


 
At the 2016 Summit, NATO Nations recognised cyberspace as the 5th domain of operations in which the Alliance must defend itself, as it does in the air, on land and at sea. Gamification techniques can help to improve understanding of complex cyber resilience, defence, and incident management scenarios – particularly when used in training and education on such scenarios in a joint and high-pressure environment. 


The SAS-129 team aimed to study the use of serious games and gamification for cyber security training. In it is earliest stages, the group noticed that cyber security did not exist in an educational vacuum; any learning on the subject, aside from technical training, required a real-life component. The team’s efforts were therefore divided into three main groups: awareness level training, expert technical training and multi-domain operational wargaming. 


Their report describes a framework for understanding the theory of game-based learning, which includes a classification and differentiation of methods that fall under the umbrella of game-based learning systems. The publication also provides a custom-developed project management tool to incorporate the agile development requirements of game development within the stricter norms governing project management in the defence industry. The report features guidance to smart buyers, as well, including critical “must ask” questions to evaluate or assess the capability of a game-based learning system, and concludes with a taxonomy of cyber security-related game-based approaches. 


Game-based learning systems comprise a relatively new training and education field that provides military organisations with a broad toolkit for meeting the growing need for engaging, interactive training and analysis learning events. Going forward, engagement will be key to educating the next generation of military experts – digital natives whose attention cannot be captured by one-sided lecturing. 



Building on this work, a new STO RTG (SAS-172) aims to produce a wargame and development toolkit for multi-domain operations to determine the capabilities needed to achieve the goals of three likely missions in 2035: response to mass migration, natural disaster and inner city turmoil. This RTG is led by the same experts, and its work will conclude by the end of 2024.  

Page_Intro: A new report from a NATO STO Research Task Group (RTG) describes the development and testing of various cyber security-related game-based learning systems. The report, “Gamification of Cyber Defence and Resilience”, serves as a guide for experts focused on game-based learning approaches to enhancing current defence education and training

HomePageImage: germany.png
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Germany: Task Group Co-chair L.B. Capli at the German Strategic Reconnaissance Command Training in Gelsdorf, Germany


A new report from a NATO STO Research Task Group (RTG) describes the development and testing of various cyber security-related game-based learning systems. The report, “Gamification of Cyber Defence and Resilience”, serves as a guide for experts focused on game-based learning approaches to enhancing current defence education and training


The report was authored by an RTG formed under the STO System Analysis and Studies (SAS) Panel. The team (SAS-129) was led by experts from Türkiye and the Netherlands, with members from Germany, the United Kingdom, the United States and the NATO Cooperative Cyber Defence Centre of Excellence. Their research was carried out under the Collaborative Programme of Work of the NATO STO.


At the 2016 Summit, NATO Nations recognised cyberspace as the 5th domain of operations in which the Alliance must defend itself, as it does in the air, on land and at sea. Gamification techniques can help to improve understanding of complex cyber resilience, defence, and incident management scenarios – particularly when used in training and education on such scenarios in a joint and high-pressure environment. 


The SAS-129 team aimed to study the use of serious games and gamification for cyber security training. In it is earliest stages, the group noticed that cyber security did not exist in an educational vacuum; any learning on the subject, aside from technical training, required a real-life component. The team’s efforts were therefore divided into three main groups: awareness level training, expert technical training and multi-domain operational wargaming. 


Their report describes a framework for understanding the theory of game-based learning, which includes a classification and differentiation of methods that fall under the umbrella of game-based learning systems. The publication also provides a custom-developed project management tool to incorporate the agile development requirements of game development within the stricter norms governing project management in the defence industry. The report features guidance to smart buyers, as well, including critical “must ask” questions to evaluate or assess the capability of a game-based learning system, and concludes with a taxonomy of cyber security-related game-based approaches. 


Game-based learning systems comprise a relatively new training and education field that provides military organisations with a broad toolkit for meeting the growing need for engaging, interactive training and analysis learning events. Going forward, engagement will be key to educating the next generation of military experts – digital natives whose attention cannot be captured by one-sided lecturing. 



Building on this work, a new STO RTG (SAS-172) aims to produce a wargame and development toolkit for multi-domain operations to determine the capabilities needed to achieve the goals of three likely missions in 2035: response to mass migration, natural disaster and inner city turmoil. This RTG is led by the same experts, and its work will conclude by the end of 2024.




Netherlands: The SAS-172 Team at the Dutch Defence Cyber Command in Soeesterberg, Netherlands


Created at 12/01/2023 17:24 by ad.rodes
Last modified at 13/01/2023 11:04 by ad.rodes
 
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