<!DOCTYPE article PUBLIC "-//NLM//DTD JATS (Z39.96) Journal Archiving and Interchange DTD v1.0 20120330//EN" "JATS-archivearticle1.dtd">
<article xmlns:xlink="http://www.w3.org/1999/xlink">
  <front>
    <journal-meta>
      <journal-title-group>
        <journal-title>G. Lagorio); marina.ribaudo@unige.it (M. Ribaudo); alessandro.armando@unige.it
(A. Armando)</journal-title>
      </journal-title-group>
    </journal-meta>
    <article-meta>
      <title-group>
        <article-title>Capture the Flag competitions for Higher Education</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Giovanni Lagorio</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Marina Ribaudo</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Alessandro Armando</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>University of Genoa</institution>
          ,
          <addr-line>Genoa</addr-line>
          ,
          <country country="IT">Italy</country>
        </aff>
      </contrib-group>
      <pub-date>
        <year>2021</year>
      </pub-date>
      <volume>000</volume>
      <fpage>0</fpage>
      <lpage>0002</lpage>
      <abstract>
        <p>To cope with the shortage of cybersecurity professionals, companies, government organizations, military institutions and, finally, academia have launched their cybersecurity training programs to teach prospective cyber-defenders how attackers think and work. In this paper, we present our experience, as educators, in introducing Capture the Flag competitions and ethical hacking among university students; initially only in an informal context, and then as part of a Computer Security class. Thanks to a Boeing company grant, we had the opportunity to organize training paths and final competitions for our students for three consecutive years and report some results in this paper, sharing some pros and cons we experienced. We hope the lessons learned might be helpful for other instructors willing to follow a similar path.</p>
      </abstract>
      <kwd-group>
        <kwd>eol&gt;Capture the Flag</kwd>
        <kwd>Cybersecurity</kwd>
        <kwd>Higher Education</kwd>
      </kwd-group>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>1. Introduction</title>
      <p>Information and Communication technologies permeate every aspect of our life. This brings us
a cornucopia of advantages but also a number of security implications. The myriad of hardware
and software components that surround us (and which we often rely upon) contain
vulnerabilities which can be leveraged for malicious purposes. To defend our assets, e.g., IT systems,
critical infrastructures, and our privacy we need more than ever cybersecurity professionals
capable to identify vulnerabilities and/or counter attacks leveraging the security weaknesses in
such systems. Training a competent workforce is not easy. Acquiring the necessary expertise
is anything but simple: theoretical knowledge in many diferent subjects such as operating
systems, low- and high-level programming, network protocols, web architecture, cryptography,
etc., must be complemented by practical skills, which can be acquired only with hours and
hours of practical (i.e., hands-on) activities.</p>
      <p>To cope with the shortage of cybersecurity professionals in the last decades, companies,
government organizations, military institutions and (more recently) the academia (see Section
2) have launched their cybersecurity training programs to teach prospective cyber-defenders
how attackers think and work.</p>
      <p>This paper presents our experience as educators at the University of Genoa by introducing
an educational project, ofered to Computer Engineering and Computer Science students, that
completed its third year at the end of 2019. Thanks to the continued support by the Boeing
company over three academic years, we had the opportunity to create an innovative training
program that: 1. provided students hands-on training in a number of key cybersecurity topics
(namely applied cryptography, network security, web security, and binary analysis) previously
not included in our students’ curricula; 2. ofered students the opportunity to assess and improve
their skills through the participation in a Capture the Flag (CTF) competition tailored to their
level of expertise; 3. provided the teaching staf the means to complement the traditional
assessment techniques (usually limited to assess the knowledge and the competence about the
subject) with an evaluation of the practical skills of the students. Another goal of the project
was to bring students closer to information security issues, which are nowadays recognized
of paramount importance for all companies, even for those whose core business is an entirely
diferent domain.</p>
      <p>We organized the hands-on training as a series of informal meetings, proposed as sessions
ofered to students on a voluntarily basis. During these sessions students where gradually
introduced to the world of CTF competitions which have become rather popular in the last
decade, not only among IT experts and cybersecurity professionals but also among motivated
young students. We advertised these activities as ethical hacking meetings, to motivate students
to learn those skills hackers have, e.g., understanding how systems operate and communicate
over a network, how they are designed, how they are protected, whether they are vulnerable,
and so on, but without forgetting law and ethics.</p>
      <p>
        From the initial idea of informal meetings to bring interested students closer to cybersecurity
topics and competitions, things evolved during the three years of the project. The same
handson activities, initially attended only on a voluntary basis, were later included as mandatory
activities of the Computer Security course ofered to all students enrolled in the MSc in Computer
Engineering. This double nature of the learning activities (both voluntary or mandatory,
depending on the course attended by the student) had some pros and cons. Our research goal
is to understand whether CTF competitions can be considered an efective way to teach and
promote cybersecurity among students. To this end, we will address the following research
questions. The first two questions have been addressed, with preliminary results, in [
        <xref ref-type="bibr" rid="ref1">1</xref>
        ], while
the third one is new.
      </p>
      <p>RQ1 “How much does hands-on training improves the students’ Cybersecurity skills?”
RQ2 “Does hands-on training increase the students’ interest in Cybersecurity?”
RQ3 “Are CTF-like activities appropriate and efective for oficial evaluation?
”</p>
      <p>Solving a challenge in a “real” CTF not only requires the knowledge of the underlying theory
and excellent technical skills but also some form of lateral thinking, which is very dificult to
teach. Could the evaluation of this type of soft skills be perceived negatively by those students
who prefer a more notional form of examination? Might the peculiarity of these exercises be
inefective, or even scaring, for beginners?</p>
      <p>These are the points we will discuss in this paper, organized as follows. In Section 2, we
present some other experiences we are aware of, and then, in Section 3, we describe the
BoeingUniGe Scholarship Project. Some results are presented in Section 4, where we will answer the
research questions motivating this work and summarize the lessons learned. Finally, Section 5
concludes this work.</p>
    </sec>
    <sec id="sec-2">
      <title>2. Related work</title>
      <p>Before presenting other experiences published in the literature, let us briefly introduce CTF
contests. A good starting point to understand this ecosystem and its community is the website
CTFtime1 that continually updates a list of the past, current, and future events.</p>
      <p>Competitions can be of diferent types, can be organized online or on-site, for a public of
expert or novice participants. We concentrate here on Jeopardy CTFs, mostly online, continually
organized by cybersecurity experts and practitioners, companies like Google and Facebook, and
research groups of academia.</p>
      <p>Participants are usually organized in teams that compete for a prize or glory: they enroll,
play their game, get the corresponding score, and check their worldwide ranking position.</p>
      <p>
        The events have a fixed duration, which is usually from one to a few consecutive days. When
the game starts, players encounter a set of problems - the challenges - representing complex
tasks in diferent categories, which cover diferent cybersecurity topics. By deeply analyzing the
problems, players learn the right direction regarding techniques and methodologies to solve each
of them. Solving a challenge requires to exploit the vulnerabilities (inserted by the organizers)
to exfiltrate the hidden flags , i.e., secret strings in a given format. Competitions in this format
allow participants, and hence students, to think adversarially, i.e., to think as an attacker would,
and this form of gamification motivates them to learn by doing. Early experiences introducing
these competitions can be found in [
        <xref ref-type="bibr" rid="ref2">2</xref>
        ] and [
        <xref ref-type="bibr" rid="ref3">3</xref>
        ].
      </p>
      <p>
        The recent work [
        <xref ref-type="bibr" rid="ref4">4</xref>
        ] presents an interesting analysis on the topics covered in CTF
challenges. The authors have collected and analysed solutions (called writeups) of Jeopardy and
Attack/Defense competitions advertised on CTFtime since 2012. By computing keywords
frequencies in a corpus of more than 8,500 text documents the authors found that the most popular
topics represented in CTF challenges are data security (comprising cryptography), network
security, and system security. Other topics, such as privacy or cyber law, which are important
in study programs, are not usually covered by CTF challenges. As stated by the authors, the
creators of CTF primarly focus on technical knowledge and they suggest their work might
inspire educators to design new types of challenges to cover also these missing, but important,
topics.
      </p>
      <sec id="sec-2-1">
        <title>2.1. CTFs for higher education</title>
        <p>
          Gamification techniques can be adopted in higher education for several purposes such as
increasing motivation, improving learning outcomes and problem-solving skills, favoring team
work. This is well established in the context of computer science education as discussed in a
recent study [
          <xref ref-type="bibr" rid="ref5">5</xref>
          ] which compares the performances of groups of students exposed to gamification
techniques against control groups, e.g., their peers involved in more traditional activities.
        </p>
        <p>
          Various experiences of gamification in the form of CTF-like competitions have been published
in the context of cybersecurity education. The authors of [
          <xref ref-type="bibr" rid="ref6">6</xref>
          ] present an extensive survey in
which they examined 71 papers on cybersecurity education published at the ACM SIGCSE and
ACM ITiCSE conferences. They identify the most common topics covered in the papers, the most
prominent target group for teaching interventions, the most common teaching and evaluation
methods employed to check students’ performance, the sample sizes, and the availability of
public datasets. Its extensive bibliography is a good starting point to read about cybersecurity
education experiences.
        </p>
        <p>
          The same reseach group presents in [
          <xref ref-type="bibr" rid="ref7">7</xref>
          ] the experience of introducing CTF challenges as
homework assignments in an introductory computer security course. These assignments
contributed to the final grade of the exam and the authors provide some recommendation for
educators willing to follow a similar experience in their educational activities. For example, they
suggest to set in advance the rules for students’ collaboration to avoid plagiarism, to inform
students on the actions that will be taken to check suspicious flags submissions, and to focus on
logging features of the CTF platform to get detailed information of the game progress.
        </p>
        <p>
          Also [
          <xref ref-type="bibr" rid="ref8">8</xref>
          ] presents a competitive teaching experience to motivate students in their learning
tasks. The paper reports about ten years of the experience at Vienna University of Technology
were students are encouraged to solve challenges ofered through the course platform. The
immediated feedback obtained thanks to a grading bot allows them to follow their performance
in the course scoreboard. In addition, students get new “titles” ranging from Nobody to Guru
and Master Guru when solving more and more challenges.
        </p>
        <p>
          As another example, the paper [
          <xref ref-type="bibr" rid="ref9">9</xref>
          ] presents the use of the Facebook CTF platform to introduce
gamification exercises in a computer security course. In this new setting, the authors organised
the lab activites as short CTF competitions (between 60 to 90 minutes) followed by discussions,
after each event. The results of the competitions were used to grade students and the authors
report an increase in the lab grade after the introduction of this form of gamification.
Questionnaires were used to assess students satisfaction and, in general, students enjoyed this new
hands-on practice. Things could be improved, for example, by introducing the evaluation of
partial solutions, which are generally not considered in CTF platforms. The exercises should
guide students in learning new knowledge while most often CTF events measure skills. This is
a challenge for instructors, specially when they start with this novel educational approach.
        </p>
        <p>Our experience shares many aspects with those just introduced, the main diference is that
we organized real CTF competitions, with prizes ofered by a big company, and used the results
to mark hands-on activities for a group of participants.</p>
      </sec>
    </sec>
    <sec id="sec-3">
      <title>3. Teaching Ethical Hacking</title>
      <p>In October 2017 we announced the first seminar on ethical hacking targeting students in
Computer Engineering and Computer Science. The number of attendees was noticeable, confirming
our expectation that there was considerable interest in the topic among the students. We then
defined a calendar of meetings with seminars on diferent topics useful to solve CTF challenges.
We scheduled the activities on Friday afternoon to maximize participation, in the only slot not
used by other oficial classes, and the “Friday hacking events” started.</p>
      <p>Despite the unfavorable hours in the week, the participation was encouraging, with around
50 participants during the first meetings, a number that decreased over time, as expected, when
the complexity of the covered topics increased. At the end of the training, we organized the
ifrst on-site Boeing-UniGe CTF competition with two prizes for the best-performing students.
32 students attended this event; even though numbers may not seem striking, a small seed was
planted, introducing awareness about hands-on cybersecurity training among the students.
At the beginning of the a.y. 2018/19 and 2019/20, we advertised the “Friday hacking events”
again. We invited voluntary students, but the novelty was that the meetings became mandatory
for students of the MSc in Computer Engineering attending the Computer Security course.
Hands-on sessions. In both editions, meetings of 2 hours and a half started in October, lasted
for ten weeks, and culminated in the final on-site CTF. Participation was very similar in the
two editions. We started with around 100 participants and their number decreased to about 75
towards the end, with a drop-of of the beginners who had just begun to enter the field on a
voluntary base.</p>
      <p>A typical meeting consisted of the presentation of some introductory material so that students
could understand the topic, the context, and which are the main techniques and tools useful
to detect and exploit possible vulnerabilities in the given context. Afterward, exercises were
proposed and solved, some during the meeting, the remaining at home. The topics covered
during the seminars are mainstream in ethical hacking, e.g., basics on Linux, programming,
network protocols, Web security (client and server), basics on applied cryptography, and on
binary reverse engineering.</p>
      <p>The meetings were streamed and recorded using YouTube and afterward made available
to the students who were unable to attend. Besides this, we set up a Telegram channel for
announcements and to share slides and other material. The channel was also used for supporting
students beyond classes. To avoid solution spoilers we asked them to “hide” technical questions
and solutions, and suggested to use the ROT13 substitution cipher2, so that students unwilling
to receive any suggestion simply did not convert back the ROT13 channel’s messages.</p>
      <p>The platform chosen for the training and for hosting the Boeing-UniGe CTF is CTFd3, an
open-source software designed to support CTF organizers. CTFd handles the publication of
exercises, registration of participants, flag submissions, and automatic scoring. The training
platform was left accessible after the end of the hands-on training sessions so to let students to
solve and submit their flags even after the completion of the project.</p>
      <p>On-site CTF. On December 2018 and December 2019, we organized a 4 hour long, on-site
CTF with four prizes to reward the students who performed best.</p>
      <p>To meet the dual role of the CTF, i.e., a competition among students for a grant and the
hands-on part for the Computer Security class, challenges were of two diferent types. Some,
labeled with “*”, were specific for the exam: designed to be less “challenging”, they could be
easily solved by merely studying the course material, without any need for lateral thinking.</p>
      <sec id="sec-3-1">
        <title>2https://en.wikipedia.org/wiki/ROT13 3https://ctfd.io/</title>
      </sec>
    </sec>
    <sec id="sec-4">
      <title>4. Results</title>
      <p>To answer the three research questions introduced in Section 1, we use diferent data collected
during the last two editions4, namely (i) the answers to the anonymous surveys administered
at the end of the training, (ii) the two Boeing-UniGe CTFs results and (iii) the marks of the
Computer Security (written) exam.</p>
      <p>At the end of the training, we counted, on average, around 75 active students in both editions,
in a mix of mandatory and voluntary participants. A short survey (see Appendix A.1) was
announced via Telegram along with a request to fill it out.</p>
      <p>The first part of the survey asks students why they attended the meetings and if they had
any prior experience in cybersecurity. In the the second part, students are asked to self-assess
their competences on diferent topics before and after the training. Finally, the students are
asked whether they might be interested in other cybersecurity activities in the future.</p>
      <p>In Edition18 we received answers from 36 students (e.g., slightly less than 50% of the students
attending meetings until the end of the course): 5 declared that the CTF was mandatory for
them, 23 declared to be interested in the subject, and 8 selected both answers. Hence, for 13
respondents (36%) the activity was mandatory. More than half of the respondents declared they
had no previous experience in cybersecurity.</p>
      <p>In Edition19 the number of respondents was 49 (e.g., around 65% of the students attending
the last meetings) and the number of students enrolled in the Computer Security course was
much higher, counting for 65% of the sample. A much higher percentage of respondents (73.5%)
declared no previous experience in cybersecurity.</p>
      <sec id="sec-4-1">
        <title>4.1. Research question RQ1, non-formal training and competences</title>
        <p>The first research question is: “ How much does hands-on training improves the students’
Cybersecurity skills?”</p>
        <p>To answer it, we asked students to self-evaluate their competences Before and After the
training using a 5-point Likert scale (see questions Q3 and Q4 in Appendix A.1). Figure 1
compares the mean values; the trend is similar in the two editions. Table 2 in Appendix A.2
reports all mean and median values.</p>
        <p>4We will use Edition18 and Edition19 in the text to denote the last two editions of the project, running in 2018
and 2019, respectively.</p>
        <p>Interestingly, Programming gets the lowest increment in both editions and this might be
explained by the fact that the students already had experience in programming before starting
this training. On the other hand, Cryptography, Binary analysis, and Web security get the highest
increments. These were new topics for the majority of the students and they probably felt they
learned a lot.</p>
        <p>Figure 2 shows the distributions of the results for Linux answers. An increment after the
training can be observed in both editions, as all the yellow bars of the histograms are translated
to the right part (e.g., higher values) of the x-axis. For Binary analysis, the increment is much
more evident. Before the training, there is a sort of exponential decay in the results with the
majority of the respondents declaring an initial weak knowledge of the subject (see orange bars
in Figure 3) while, after the training, the histograms are shifted to the right and closer to normal
distributions (see yellow bars). Appendix A.2 shows the distributions for the other topics: in
all cases, increments can be observed, and this is particularly evident for Cryptography (see
Figure 7), whose histograms are similar to those of Binary analysis.</p>
        <p>To summarize, research question RQ1 finds a positive answer since the respondents declared
their competences improved after the training, specially for newest topics. This is less obvious
for Programming, which is a subject students already knew before starting the training.
Q6 Which other activites might be interesting for you in the future?
(multiple choice)
□ None
□ CyberChallenge.IT
□ Competitive programming
□ Periodic meetings to solve challenges
□ Online CTFs</p>
      </sec>
      <sec id="sec-4-2">
        <title>4.2. Research question RQ2, interest in Cybersecurity</title>
        <p>The second research question is: “Does hands-on training increase the students’ interest in
Cybersecurity?”</p>
        <p>To answer it, we asked students questions Q5, Q6, Q7 and Q8 of the survey in Appendix A.1,
included for readability in Table 1 along with a summary of the results.</p>
        <p>The opinion on CTF competitions and ethical hacking (Q5) is high in both editions, with
mean values larger than 4 in 3 out of 4 cases. Students also witness some interest in continuing
the activities in the future (Q6). For CTFs (Q7), 16 students declared they wish playing in the
future in both editions and others that they would like but have no time. If we sum these
answers, we find that more than 60% of the respondents (69.4% in 2018 and 63.3% in 2019) have
a positive opinion on this form of game-based learning. Question Q8 asks students if they are
interested in continuing their studies in a Cybersecurity curriculum. The results are normalized
without considering the last option “I cannot. . . ” since these respondents are already enrolled in
a master’s degree. Slightly less than 50% of the students declare to be interested in continuing
their university careers in this field.</p>
        <p>To summarize, the research question RQ2 finds a positive answer, but with some respondents
saying they are interested in other topics.</p>
      </sec>
      <sec id="sec-4-3">
        <title>4.3. Research question RQ3, competitive gamification as exam</title>
        <p>The third research question is: “Are CTF-like activities appropriate and efective for oficial
evaluation?”</p>
        <p>Preparing challenges is demanding: they need to be designed, implemented, deployed on
the same software configuration used during the test, and solved to check whether there are
ambiguities, too much guessing, or unintended solutions. If these challenges are used in a formal
exam and in a competition at the same time, this task is even more dificult: it requires to fix the
boundaries to the topics covered during the training and to balance among “easy” challenges
tailored to the theory taught in class, and more “complex” ones, specific for the competition.</p>
        <p>In the face of this efort, how were the results of the Boeing-UniGe CTF? Did Computer
Engineering students (CE in the following) perform well and pass the hands-on part of the
course?</p>
        <p>In Edition18, 71 students took part to the Boeing-UniGe CTF; 25 enrolled as CE students, 45
as Others, i.e., students for whom the CTF was not mandatory but joined the event for their
personal interest. 21 out of 25 CE students (84%) solved enough challenges to pass the hands-on
part of the exam, which can be considered a good result. On the other hand, only 2 CE students
ranked in the top-20 positions, to witness that the vast majority of CE students expected to pass
the exam, not to run for the competition.</p>
        <p>In Edition19, 73 students attended the Boeing-UniGe CTF, 34 as CE students, 39 as Others.
All the 34 CE students passed the hands-on part of the exam, and, this time, 10 students also
ranked in the top-20 positions.</p>
        <p>The results of the games were normalized in the range 0-4. A score equal to 0 means fail, and
the student will have to take the exam in a following session. Values 1,2,3, and 4 mean success,
and these points are added to the score obtained with the more traditional part of the exam,
e.g., a written test with questions on the topics covered during oficial lectures.</p>
        <p>Figure 4 shows the distribution of the points gained by CE students after the two games.
Edition19 was more successful for CE students who probably were alerted by their colleagues
of the previous year on this new form of evaluation. Of course, after the Boeing-UniGe CTF,
other cyber exercises are organized in a standard setup, without any parallel competition, for
those students who failed or could not join the event.</p>
        <p>
          Figure 5 compares the results of the written test (markings ranging in [
          <xref ref-type="bibr" rid="ref1 ref10 ref2 ref3 ref4 ref5 ref6 ref7 ref8 ref9">0-10</xref>
          ]) and the results
of the CTFs, to understand whether there is some correlation between these two evaluation
dimensions, e.g., if students who excel in one activity also excel in the other.
        </p>
        <p>Despite the small sample size, which might induce some bias, the research question RQ3 finds
a positive answer. Indeed, the CTF allows us to consider some abilities that are somewhat dificult
to validate with a traditional exam only. Both graphs show that a few students, particularly in
Edition19, are quite good at finding vulnerabilities, but do not score so well in the theory part.
On the other hand, we can see that, in particular in Edition18, some students have a reasonable
grasp of the theory but lack hands-on abilities. So, to fairly evaluate the students, we need to
consider both kinds of examinations.</p>
      </sec>
      <sec id="sec-4-4">
        <title>4.4. Lesson learned</title>
        <p>We end this section with some pros and cons we experienced and we hope the lesson learned
might be useful for other instructors willing to follow a similar path.</p>
        <p>Cons
1. The project was exciting but - especially in the first year of adoption - also very demanding.</p>
        <p>Instructors needed to prepare lectures on diferent topics and, in general, it is tough for a
single educator to cover all of them satisfactorily. Indeed, such an experience requires the
involvement of multiple people, and group collaboration is fundamental when teaching a
subject that requires such diferent skills, not only in theory but also in practice.
2. Preparing CTF challenges for the hands-on part of an oficial exam can be dificult since
the exercises must be tailored to the class’s theory. This is precisely the opposite of
what the authors of challenges do: they aim to stimulate players to always look for new
solutions to unknown problems. We tried to balance these two diferent aspects in the
CTF events we organized, but it was not easy, and, unfortunately, we left some students
behind.
3. The automatic evaluation of the challenges is binary. Either the flag is correct, and the
exercise gets the full credit, or it is wrong, and the exercise gets zero credit, no matter the
quality of the partial solution. If this is acceptable for a competition, some care should be
taken for an exam. Therefore, some strategies should be put into practice for a partial
evaluation. One possible solution is allowing students, who did not find the right flags, to
write their solutions (the writeups) immediately after the game. In this way, instructors
can manually evaluate them and assign partial marks when possible.</p>
        <p>Pros
1. Some authors of this paper play in a CTF team. A side-efect of the Boeing-UniGe
Scholarship Project is that some young and motivated students joined the team at the end
of the training, and they still play with the senior members. Of course, this contributes
to increasing the popularity of cybersecurity and ethical hacking among students. A
community of young talents is growing in our department, which is probably one of the
most important side-efects of this experience.</p>
      </sec>
    </sec>
    <sec id="sec-5">
      <title>5. Conclusion</title>
      <p>The labor market is looking for professionals in cybersecurity, and our role, as educators, is to
prepare university students for their future lives at the best of our capacity. Universities have a
long tradition of ofering theoretical courses, but practical skills are also required in many fields,
and cybersecurity is one of them. In this scenario, Capture the Flag competitions come into
play since they ofer a gamification environment for learning by doing, in a virtual arena that
is safe, legal, live, and for some motivated students also exciting. Initially played by security
enthusiasts in their spare time, these competitions are now present in more formal (academic)
educational paths, starting in the US first, and reaching other countries more recently.</p>
      <p>
        In this paper, we have presented a three-year project which allowed us to introduce CTFs
and ethical hacking among university students, initially only in an informal context and then as
part of a Computer Security class. The project reached its end, bringing (some) students closer
to the world of cybersecurity competitions. We have intercepted a need, and we are persevering
on this path [
        <xref ref-type="bibr" rid="ref10">10</xref>
        ] for those who have a genuine interest in pursuing a cybersecurity career.
      </p>
      <p>Some tuning is necessary to learn how to develop challenges that can be used for formal
exams and the problem of their binary evaluation needs to be addressed. Even though this might
not be fair for a university course, it reflects what happens in the real world where software
and IT infrastructures are either secure or insecure; they work or do not work.</p>
    </sec>
    <sec id="sec-6">
      <title>Acknowledgments</title>
      <p>This work was supported by the Boeing-UniGe Scholarship Project (a.y. 2017/18, 2018/19,
2019/20), which allowed us to organize on-site CTFs, and partially funded by the H2020 project
“Strategic Programs for Advanced Research and Technology in Europe ” (SPARTA) and by the
Italian Ministry of Defense PNRM project “UNAVOX”. The authors would also like to thank all
members of ZenHack CTF team for their support.</p>
    </sec>
    <sec id="sec-7">
      <title>A. Data used for the analysis</title>
      <sec id="sec-7-1">
        <title>A.1. Survey administered to students at the end of the training</title>
        <p>Q1 Why did you join the meetings on ethical □ It was mandatory for Computer Security
hacking? □ I was interested in the subject</p>
        <sec id="sec-7-1-1">
          <title>Q2 Before this experience, did you attend □ No previous experience</title>
          <p>other activities related to Cybersecurity? □ Curricular courses/seminars at my univ.
□ Courses/seminars outside my univ.
□ Informal meetings
□ CTF competitions
□ Other
Q3 How do you evaluate your competences (1) Very poor
on the following topics before starting the (2) Poor
training? (3) Average
(a) Linux, (b) Programming, (4) Good
(c) Network protocols, (d) Web security, (5) Very good
(e) Binary analysis, (f) Cryptography
Q4 How do you evaluate your competences
on the following topics after the training?
Q5 How did this training influence your
opinion on:
(a) CTF competitions
(b) Ethical hacking
See question Q3
(1) Very negatively
(2) Negatively
(3) Indiferent
(4) Positively
(5) Very positively</p>
        </sec>
        <sec id="sec-7-1-2">
          <title>Q6 Which other activites might be interesting □ None</title>
          <p>for you in the future? (multiple choice) □ CyberChallenge.IT
□ Competitive programming
□ Periodic meetings to solve challenges
□ Online CTFs
Q7 Do you think you will play other CTFs in ○
the future?
○
○
○
○
Q8 In our Master degree course, we have ○
opened a new cybersecurity curriculum. Af- ○
ter this experience, would you enroll?
Yes
I would like but I have no time
I do not know
I would like but I am not good enough
No
Yes</p>
          <p>No (I am interested in other topics)
○ I do not know
○ I cannot (I will stop after the BsC / I am
already enrolled in a MSc course)</p>
        </sec>
      </sec>
      <sec id="sec-7-2">
        <title>A.2. Results of self-evaluation</title>
        <p>Summary of the results of questions Q3 and Q4 (see Table 2) and distributions of the
selfevaluation results for the topics omitted from Section 4 (see Figures 6 and 7).
Avg</p>
        <p>Avg</p>
        <p>Mdn</p>
        <p>Mdn</p>
        <p>Avg</p>
        <p>Avg</p>
        <p>Mdn</p>
      </sec>
    </sec>
  </body>
  <back>
    <ref-list>
      <ref id="ref1">
        <mixed-citation>
          [1]
          <string-name>
            <given-names>L.</given-names>
            <surname>Demetrio</surname>
          </string-name>
          , G. Lagorio,
          <string-name>
            <given-names>M.</given-names>
            <surname>Ribaudo</surname>
          </string-name>
          ,
          <string-name>
            <given-names>E.</given-names>
            <surname>Russo</surname>
          </string-name>
          ,
          <string-name>
            <surname>A</surname>
          </string-name>
          . Valenza, ZenHackAdemy: Ethical Hacking @ DIBRIS, in
          <source>: Proceedings of the 11th International Conference on Computer Supported Education, CSEDU</source>
          <year>2019</year>
          , Heraklion, Crete, Greece, May 2-
          <issue>4</issue>
          ,
          <year>2019</year>
          , Volume
          <volume>1</volume>
          ,
          <issue>SciTePress</issue>
          ,
          <year>2019</year>
          , pp.
          <fpage>405</fpage>
          -
          <lpage>413</lpage>
          .
        </mixed-citation>
      </ref>
      <ref id="ref2">
        <mixed-citation>
          [2]
          <string-name>
            <given-names>G.</given-names>
            <surname>Vigna</surname>
          </string-name>
          ,
          <article-title>The 2010 International Capture the Flag Competition</article-title>
          ,
          <source>IEEE Security Privacy</source>
          <volume>9</volume>
          (
          <year>2011</year>
          )
          <fpage>12</fpage>
          -
          <lpage>14</lpage>
          .
        </mixed-citation>
      </ref>
      <ref id="ref3">
        <mixed-citation>
          [3]
          <string-name>
            <given-names>D. H.</given-names>
            <surname>Tobey</surname>
          </string-name>
          ,
          <string-name>
            <given-names>P.</given-names>
            <surname>Pusey</surname>
          </string-name>
          ,
          <string-name>
            <given-names>D. L.</given-names>
            <surname>Burley</surname>
          </string-name>
          , Engaging Learners in Cybersecurity Careers:
          <article-title>Lessons from the Launch of the National Cyber League</article-title>
          ,
          <source>ACM Inroads 5</source>
          (
          <year>2014</year>
          )
          <fpage>53</fpage>
          -
          <lpage>56</lpage>
          . URL: https://doi.org/10.1145/2568195.2568213. doi:
          <volume>10</volume>
          .1145/2568195.2568213.
        </mixed-citation>
      </ref>
      <ref id="ref4">
        <mixed-citation>
          [4]
          <string-name>
            <given-names>V.</given-names>
            <surname>Švábenský</surname>
          </string-name>
          ,
          <string-name>
            <given-names>P.</given-names>
            <surname>Čeleda</surname>
          </string-name>
          ,
          <string-name>
            <given-names>J.</given-names>
            <surname>Vykopal</surname>
          </string-name>
          ,
          <string-name>
            <given-names>S.</given-names>
            <surname>Brišáková</surname>
          </string-name>
          ,
          <article-title>Cybersecurity knowledge and skills taught in capture the flag challenges</article-title>
          ,
          <source>Computers &amp; Security</source>
          <volume>102</volume>
          (
          <year>2021</year>
          )
          <article-title>102154</article-title>
          . URL: http://www.sciencedirect.com/science/article/pii/S0167404820304272. doi:https: //doi.org/10.1016/j.cose.
          <year>2020</year>
          .
          <volume>102154</volume>
          .
        </mixed-citation>
      </ref>
      <ref id="ref5">
        <mixed-citation>
          [5]
          <string-name>
            <given-names>A.</given-names>
            <surname>Ahmad</surname>
          </string-name>
          ,
          <string-name>
            <given-names>F.</given-names>
            <surname>Zeshan</surname>
          </string-name>
          ,
          <string-name>
            <given-names>M. S.</given-names>
            <surname>Khan</surname>
          </string-name>
          ,
          <string-name>
            <given-names>R.</given-names>
            <surname>Marriam</surname>
          </string-name>
          ,
          <string-name>
            <given-names>A.</given-names>
            <surname>Ali</surname>
          </string-name>
          ,
          <string-name>
            <given-names>A.</given-names>
            <surname>Samreen</surname>
          </string-name>
          ,
          <source>The Impact of Gamification on Learning Outcomes of Computer Science Majors, ACM Trans. Comput. Educ</source>
          .
          <volume>20</volume>
          (
          <year>2020</year>
          ).
        </mixed-citation>
      </ref>
      <ref id="ref6">
        <mixed-citation>
          [6]
          <string-name>
            <given-names>V.</given-names>
            <surname>Švábenský</surname>
          </string-name>
          ,
          <string-name>
            <given-names>J.</given-names>
            <surname>Vykopal</surname>
          </string-name>
          ,
          <string-name>
            <given-names>P.</given-names>
            <surname>Čeleda</surname>
          </string-name>
          ,
          <article-title>What Are Cybersecurity Education Papers About? A Systematic Literature Review of SIGCSE and ITiCSE Conferences</article-title>
          ,
          <source>in: Proceedings of the 51st ACM Technical Symposium on Computer Science Education, SIGCSE '20</source>
          ,
          <string-name>
            <surname>Association</surname>
          </string-name>
          for Computing Machinery, New York, USA,
          <year>2020</year>
          , pp.
          <fpage>2</fpage>
          -
          <lpage>8</lpage>
          .
        </mixed-citation>
      </ref>
      <ref id="ref7">
        <mixed-citation>
          [7]
          <string-name>
            <given-names>J.</given-names>
            <surname>Vykopal</surname>
          </string-name>
          , V. Švábensky`,
          <string-name>
            <given-names>E.-C.</given-names>
            <surname>Chang</surname>
          </string-name>
          ,
          <article-title>Benefits and Pitfalls of Using Capture the Flag Games in University Courses</article-title>
          , in
          <source>: Proceedings of the 51st ACM Technical Symposium on Computer Science Education, SIGCSE '20</source>
          ,
          <string-name>
            <surname>Association</surname>
          </string-name>
          for Computing Machinery, New York, NY, USA,
          <year>2020</year>
          , pp.
          <fpage>752</fpage>
          -
          <lpage>758</lpage>
          . URL: https://doi.org/10.1145/3328778.3366893. doi:
          <volume>10</volume>
          .1145/3328778.3366893.
        </mixed-citation>
      </ref>
      <ref id="ref8">
        <mixed-citation>
          [8]
          <string-name>
            <given-names>A.</given-names>
            <surname>Dabrowski</surname>
          </string-name>
          ,
          <string-name>
            <given-names>M.</given-names>
            <surname>Kammerstetter</surname>
          </string-name>
          ,
          <string-name>
            <given-names>E.</given-names>
            <surname>Thamm</surname>
          </string-name>
          ,
          <string-name>
            <given-names>E.</given-names>
            <surname>Weippl</surname>
          </string-name>
          , W. Kastner,
          <article-title>Leveraging Competitive Gamification for Sustainable Fun and Profit in Security Education, in: 2015 USENIX Summit on Gaming, Games, and Gamification in Security Education (3GSE 15)</article-title>
          , USENIX Association, Washington, D.C.,
          <year>2015</year>
          . URL: https://www.usenix.org/conference/3gse15/s ummit-program/presentation/dabrowski.
        </mixed-citation>
      </ref>
      <ref id="ref9">
        <mixed-citation>
          [9]
          <string-name>
            <given-names>M.</given-names>
            <surname>Beltrán</surname>
          </string-name>
          ,
          <string-name>
            <given-names>M.</given-names>
            <surname>Calvo</surname>
          </string-name>
          ,
          <string-name>
            <given-names>S.</given-names>
            <surname>González</surname>
          </string-name>
          ,
          <article-title>Experiences Using Capture The Flag Competitions to Introduce Gamification in Undergraduate Computer Security Labs</article-title>
          , in: 2018
          <source>International Conference on Computational Science and Computational Intelligence (CSCI)</source>
          , IEEE,
          <year>2018</year>
          , pp.
          <fpage>574</fpage>
          -
          <lpage>579</lpage>
          .
        </mixed-citation>
      </ref>
      <ref id="ref10">
        <mixed-citation>
          [10]
          <string-name>
            <given-names>G.</given-names>
            <surname>Ferraro</surname>
          </string-name>
          , G. Lagorio,
          <string-name>
            <given-names>M.</given-names>
            <surname>Ribaudo</surname>
          </string-name>
          , Cyberchallenge.it@unige:
          <article-title>Ethical hacking for young talents</article-title>
          ,
          <source>in: Adjunct Publication of the 28th ACM Conference on User Modeling, Adaptation and Personalization</source>
          , UMAP '20 Adjunct, Association for Computing Machinery, New York, NY, USA,
          <year>2020</year>
          , p.
          <fpage>127</fpage>
          -
          <lpage>134</lpage>
          . URL: https://doi.org/10.1145/3386392.3399311. doi:
          <volume>10</volume>
          .1145/ 3386392.3399311.
        </mixed-citation>
      </ref>
      <ref id="ref11">
        <mixed-citation>Edition19</mixed-citation>
      </ref>
    </ref-list>
  </back>
</article>