TY - GEN
T1 - Motivation in Teaching Expert Development Project by KOSEN Security Educational Community
AU - Yonemura, Keiichi
AU - Nakata, Ryotaro
AU - Kobayashi, Hideyuki
AU - Hashimoto, Masaki
AU - Oyama, Shinya
AU - Sato, Jun
AU - Fukuda, Tatsuki
AU - Taketani, Hisashi
AU - Hirano, Manabu
AU - Yamada, Satoru
AU - Shiraishi, Keiichi
AU - Izumi, Satoru
AU - Hayashi, Noriaki
AU - Okamoto, Hiroyuki
AU - Moriyama, Hideaki
AU - Fujimoto, Youichi
AU - Okamura, Shingo
AU - Sakamoto, Yoshinori
AU - Doi, Shigeo
AU - Maruyama, Masao
AU - Kaeriyama, Tomoharu
AU - Noguchi, Kentaro
AU - Kishimoto, Seiichi
N1 - Publisher Copyright:
© 2023 IEEE.
PY - 2023
Y1 - 2023
N2 - As cyber-attacks intensify, cyber security education in engineering education is becoming increasingly important, and KOSEN, which emphasizes the acquisition of practical skills from the age of 15, is a good fit with the cyber security body of knowledge. The cyber security education project has occurred at KOSEN, and a project to develop cyber security educational materials that also serve as teacher training has been carried out for the past several years, and the educational effects of the developed educational materials have been examined. Educational methods using educational materials can be expected to improve some skills. However, when cyber security education is viewed from the perspective of gamification, motivation for the concepts of attack and defense may contribute to educational effectiveness. In this study, we discussed the motivation that contributes to the effectiveness of skill improvement in practical exercises using educational materials developed through the project we have been working on. We also discussed whether it is possible to enhance life-work balance by considering the project itself as a Role Playing Game, and obtained suggestions on the effectiveness of motivation and how the project can enhance life-work balance.
AB - As cyber-attacks intensify, cyber security education in engineering education is becoming increasingly important, and KOSEN, which emphasizes the acquisition of practical skills from the age of 15, is a good fit with the cyber security body of knowledge. The cyber security education project has occurred at KOSEN, and a project to develop cyber security educational materials that also serve as teacher training has been carried out for the past several years, and the educational effects of the developed educational materials have been examined. Educational methods using educational materials can be expected to improve some skills. However, when cyber security education is viewed from the perspective of gamification, motivation for the concepts of attack and defense may contribute to educational effectiveness. In this study, we discussed the motivation that contributes to the effectiveness of skill improvement in practical exercises using educational materials developed through the project we have been working on. We also discussed whether it is possible to enhance life-work balance by considering the project itself as a Role Playing Game, and obtained suggestions on the effectiveness of motivation and how the project can enhance life-work balance.
KW - Cybersecurity
KW - Cybersecurity Education
KW - Faculty Development
KW - Motivation
KW - Teaching Material
UR - http://www.scopus.com/inward/record.url?scp=85162675548&partnerID=8YFLogxK
UR - http://www.scopus.com/inward/citedby.url?scp=85162675548&partnerID=8YFLogxK
U2 - 10.1109/EDUCON54358.2023.10125167
DO - 10.1109/EDUCON54358.2023.10125167
M3 - Conference contribution
AN - SCOPUS:85162675548
T3 - IEEE Global Engineering Education Conference, EDUCON
BT - EDUCON 2023 - IEEE Global Engineering Education Conference, Proceedings
PB - IEEE Computer Society
T2 - 14th IEEE Global Engineering Education Conference, EDUCON 2023
Y2 - 1 May 2023 through 4 May 2023
ER -