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Home » Practical Lessons from Creating the Control-Alt-Hack Card Game and Research Challenges for Games In Education and Research
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Practical Lessons from Creating the Control-Alt-Hack Card Game and Research Challenges for Games In Education and Research

Wednesday, July 23, 2014 - 3:30pm
Authors: 

Tamara Denning, University of Washington; Adam Shostack; Tadayoshi Kohno, University of Washington

Abstract: 

We designed, produced, distributed, and evaluated Control-Alt-Hack™: a recreational tabletop card game intended to promote a casual awareness of high-level computer security concepts. Our experiences throughout this process gave us insights and opinions regarding the creation of games, their role in educational or outreach contexts, and opportunities and challenges for the research community. In particular, we: (1) provide a logistics-oriented reflection on our experiences, including a list of the work roles that were involved in producing the game and a timeline of the creation process; and (2) step back to consider higher-level issues for the community, including the role of games in the classroom and the challenges behind conducting and publishing evaluations of game-based learning.

Tamara Denning, University of Washington

Adam Shostack, University of Washington

Tadayoshi Kohno, University of Washington

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BibTeX
@inproceedings {183451,
author = {Tamara Denning and Adam Shostack and Tadayoshi Kohno},
title = {Practical Lessons from Creating the {Control-Alt-Hack} Card Game and Research Challenges for Games In Education and Research },
booktitle = {2014 USENIX Summit on Gaming, Games, and Gamification in Security Education (3GSE 14)},
year = {2014},
address = {San Diego, CA},
url = {https://www.usenix.org/conference/3gse14/summit-program/presentation/denning},
publisher = {USENIX Association},
month = aug,
}
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