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  <front>
    <journal-meta>
      <journal-title-group>
        <journal-title>A. Askarov);</journal-title>
      </journal-title-group>
    </journal-meta>
    <article-meta>
      <title-group>
        <article-title>Hybrid Capture the Flag platform for cybersecurity education</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Anuar Askarov</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Samat Mukhanov</string-name>
          <email>s.mukhanov@astanait.edu.kz</email>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Saule Amanzholova</string-name>
          <email>s.amanzholova@astanait.edu.kz</email>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Dauren Sagidullauly</string-name>
          <email>d.sagidullauly@astanait.edu.kz</email>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Kymbat Seilkhanova</string-name>
          <email>k.seilkhanova@astanait.edu.kz</email>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>Astana IT University</institution>
          ,
          <addr-line>Prospekt Mangilik Yel., Astana 010000</addr-line>
          ,
          <country country="KZ">Kazakhstan</country>
        </aff>
      </contrib-group>
      <pub-date>
        <year>2026</year>
      </pub-date>
      <volume>000</volume>
      <fpage>0</fpage>
      <lpage>0001</lpage>
      <abstract>
        <p>Cybersecurity education favors scenario-driven, experiential models that aim to close the gap between theory and practice. Yet many CTFs skew toward either rigid guided tasks or highly realistic attack-defense play, and often separate Red and Blue skills or misjudge difficulty. The article (a) reviews CTF-based learning, platforms, and learning evidence; (b) integrates existing design heuristics into a case-informed methodology that operationalizes a hybrid CTF format that combines Red and Blue learning goals; and (c) presents an implementation delivered on virtualized infrastructure and a mixed audience of 36 participants at a seven-hour, 12-team event. Results show strong engagement, appropriate challenge, and coverage of offensive and defensive techniques. We discuss realism-manageability trade-offs, scaffolding for novices, and scaling, and offer design guidance plus future directions on outcomes, fair scoring, and retention.</p>
      </abstract>
      <kwd-group>
        <kwd>cybersecurity education</kwd>
        <kwd>capture-the-flag</kwd>
        <kwd>gamification</kwd>
        <kwd>red team</kwd>
        <kwd>blue team</kwd>
        <kwd>cyber range</kwd>
        <kwd>CTFd</kwd>
        <kwd>VMware ESXi</kwd>
        <kwd>network forensics</kwd>
        <kwd>social engineering</kwd>
        <kwd>pedagogy1</kwd>
      </kwd-group>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>1. Introduction</title>
      <p>
        The growing frequency and sophistication of cyber incidents have placed sustained pressure on the
education pipeline to produce graduates who are ready to perform under realistic conditions.
Traditional lecture-centric formats, while valuable for foundational theory, fall short of capturing the
messy, multi-stage, adversarial nature of real-world cybersecurity operations. This gap has fueled
widespread adoption of hands-on learning approaches, exemplified by CTF competitions and cyber
ranges that immerse students in concrete tasks with high fidelity to operational tools and
scenarios[
        <xref ref-type="bibr" rid="ref1">1</xref>
        ]. These activities demand not just procedural knowledge but also creative problem
solving and time-boxed decision-making [
        <xref ref-type="bibr" rid="ref1">1, 2, 3</xref>
        ].
      </p>
      <p>CTF competitions now span a broad spectrum from Jeopardy-style freeform puzzle solving to
team-based attack–defense battles. Jeopardy-style CTFs present a battery of independent challenges
across categories (web exploitation, cryptography, reverse engineering, forensics, etc.), typically
emphasizing guided problem-solving in a controlled environment. In contrast, attack–defense CTFs
increase realism by requiring participants to alternate between offensive and defensive roles,
approximating the duel of tactics and counter-tactics found in real cyber conflicts [4, 8, 9, 10].
However, most existing CTF platforms and challenge libraries exhibit an offensive bias, focusing on
hacking and exploitation, while omitting critical Blue Team behaviors like log monitoring, network
triage, and incident response. Mapping studies have shown that human and organizational aspects
such as social engineering and security culture receive comparatively less attention in standard CTF
challenge corpora[2]. These gaps suggest an opportunity for hybrid CTF designs that stitch together
offensive and defensive elements within a controlled, classroom-friendly format.</p>
      <p>Research Questions: To address these gaps, we explore a hybrid CTF approach guided by the
following research questions:
•
•</p>
      <p>RQ1: How can a hybrid CTF event be designed to balance offensive and defensive learning
objectives effectively, providing both realism and structured guidance within practical
classroom constraints?
RQ2: What evidence of learning or skill development (e.g., engagement metrics,
selfreported gains) emerges from participation in a hybrid CTF event, and how does this relate to
the event’s learning objectives?</p>
      <p>Contributions: This work makes two contributions. First, we review and synthesize the literature
on CTF-based cybersecurity education, competition platforms, and prior empirical evaluations,
extrapolating design principles for hybrid CTFs that foreground both Red and Blue team learning
outcomes while remaining tractable for instructors. Second, we present a case-informed
methodology and deployment of a hybrid CTF event, along with its evaluation in a mixed-ability
cohort. We discuss the results in terms of learner engagement, skills coverage, and practical lessons,
and we relate these findings directly to educational objectives (e.g., which competencies were
exercised and what knowledge gains were observed). The article is organized as follows: Section
Related Work surveys existing CTF platforms, hybrid formats, and educational studies. Section
Methodology details the pedagogical framing, infrastructure, platform configuration, and challenge
design of our hybrid CTF. Section Results and Discussion presents the evaluation outcomes,
including participant engagement, perceived difficulty, and how these results map to learning
objectives. Section Conclusion offers design guidance for educators and outlines future work,
including a placeholder for incorporating pre- and post-assessment data on student skills.</p>
    </sec>
    <sec id="sec-2">
      <title>2. Related work</title>
      <p>CTF Platforms and Hybrid Formats: Over the past decade, numerous platforms and frameworks have
been developed to support cybersecurity competitions. Open-source and commercial platforms such
as Facebook’s open-source FBCTF and the popular CTFd framework provide scalable infrastructure
for Jeopardy-style challenges, with studies highlighting their usability and assessment features [4, 5,
18]. Other platforms like TryHackMe (THM) and Hack The Box (HTB) offer extensive libraries of
guided challenges and realistic virtual machines, respectively, illustrating different points on the
guided-vs-realism spectrum. Table 1 (in Section Infrastructure) compares THM and HTB,
highlighting how guided content can lower entry barriers for novices, whereas realistic full-system
challenges better mirror real-world scenarios. These differences carry educational implications:
highly scaffolded environments can efficiently build fundamental skills, while more open-ended
environments foster independent problem-solving and realism. Designing a hybrid CTF requires
capturing the strengths of both – providing guidance and scaffolding without sacrificing operational
authenticity.</p>
      <p>Academic competitions like the International CTF (iCTF) have long demonstrated the feasibility
of large-scale attack-defense exercises, albeit with significant organizational overhead [8]. Vigna et
al. (2014) chronicle ten years of iCTF, noting the good, bad, and ugly lessons of scaling such events
[8]. More recent efforts have explored hybrid or red vs. blue formats in controlled settings. For
example, Chindrus and Caruntu (2023) describe a red-and-blue team competition scenario and
emphasize the “virtuous cycle” of skill growth when offensive and defensive teams learn from each
other’s tactics[3][4]. Their case study underscores the value of combining adversarial (Red) and
defensive (Blue) training methodologies to improve overall cybersecurity proficiency. Canitano
(2022) similarly developed a framework for attack/defense CTF competitions, demonstrating how
hybrid formats can be implemented at the university level (e.g., by structuring exercises where teams
swap between attacking others’ systems and defending their own) [10]. These studies highlight the
primary trade-off in hybrid CTF design: realism vs. manageability. Fully interactive red/blue
exercises provide high realism but can overwhelm instructors due to complex infrastructure support
and the need to prevent inter-team chaos [8, 10]. Simplified hybrids, like the one we implement,
capture slices of realism (segmented networks, realistic service endpoints, adversarial elements)
without cross-team attacks, yielding a compromise that is logistically tractable for small teams of
organizers.</p>
      <p>Gamified Learning and Educational Impact: CTFs are a form of gamified learning, applying game
elements to an educational context, and they have been shown to significantly boost student
motivation and engagement. Prior work has found that integrating CTF-style exercises into
cybersecurity courses increases student interactivity and perceived usefulness of the material,
without harming objective learning outcomes [2]. Cole (2022) reported that students in an
introductory security class found CTF labs more engaging and equally effective as traditional
exercises in terms of exam performance[5][6]. Beyond motivation, researchers are now examining
the knowledge gains from CTF participation. A recent empirical study by Schafeitel-Tähtinen and
Lazarov (2025) measured the effectiveness of a gamified CTF scenario using pre- and post-surveys in
two universities. They found that participating in CTFs led to significant increases in students’
cybersecurity knowledge, practical skills, self-efficacy, and interest levels[7]. Notably, these positive
effects were observed across different student groups regardless of prior skill, indicating that
welldesigned CTF activities can benefit both novices and more experienced students[8]. This evidentiary
support for learning gains addresses a known concern in gamification research: it is not enough for
an activity to be “fun” or engaging; it should also produce measurable improvements in competence
[16, 17].</p>
      <p>
        Cyber Ranges and Platform Innovations: In parallel with CTFs, cyber ranges (controlled, virtual
environments for cybersecurity training) have become prominent. Recent studies focus on building
flexible cyber ranges that can host complex scenarios for training and testing. Park et al. (2022)
propose a multi-cyber range architecture that can isolate multiple concurrent training missions,
reflecting military training needs [
        <xref ref-type="bibr" rid="ref1">1</xref>
        ]. Shin et al. (2024) describe design principles for cyber training
ranges that effectively respond to evolving cyber threats, emphasizing the integration of realistic
threat vectors and defensive monitoring in training scenarios [3]. These works contribute to the
infrastructure aspect of cybersecurity education, demonstrating how advanced virtualization and
orchestration can provide safe yet realistic learning environments. Our approach leverages similar
ideas on a smaller scale: using virtualized infrastructure (ESXi) and network segmentation to create
an environment where both red-team style exploits and blue-team style investigations can occur
safely.
      </p>
      <p>In summary, existing research and practice underscore the importance of balanced design in
cybersecurity competitions. A hybrid CTF that explicitly links challenges to learning objectives can
address gaps identified in prior work (e.g., inclusion of defensive and human-centric content [14])
while maintaining the engagement benefits of gamification. The methodology we present next draws
on these lessons: we aim to achieve an effective balance between offensive and defensive challenges,
guided scaffolding and open problem-solving, and realistic complexity versus manageable scope.</p>
    </sec>
    <sec id="sec-3">
      <title>3. Methodology</title>
      <sec id="sec-3-1">
        <title>3.1. Pedagogical framing and design goals</title>
        <p>The hybrid CTF design was guided by three pedagogical goals distilled from prior work. First,
balance: we deliberately coupled offensive tasks that cultivate adversarial (Red Team) thinking with
defensive tasks that require evidence-driven reasoning and operational hygiene [4, 9, 14, 19]. By
ensuring participants face both attack and defense challenges, we aimed to broaden skill coverage
beyond what a purely offensive or purely defensive event would achieve. Second, realism under
constraints: we sought to simulate operational cues and realistic scenarios (e.g. server logs, network
traces, role-play elements) without the heavy orchestration overhead or unpredictability of a fully
interactive attack–defense tournament [8, 10]. In practice, this meant incorporating real-world
artifacts (traffic captures, vulnerable VMs, etc.) and adversarial storylines, but isolating teams from
directly attacking each other. Third, accessibility with rigor: we integrated scaffolded hints and tiered
challenge difficulty to support novices while still providing meaningful challenges for advanced
learners [7, 13]. Hints and guidance were designed to teach rather than simply give away answers, in
line with evidence that immediate feedback can sustain motivation if calibrated properly to avoid
short-circuiting learning [13, 16, 17].</p>
        <p>We adopted a problem-based learning stance: each challenge was conceived as a self-contained
micro-case with a narrative arc that surfaces a core cybersecurity competency and encourages
reflection on generalizable tactics, techniques, and procedures. Hints were deployed just-in-time (on
a timed unlock or upon request) and were crafted to reveal the thought process or method rather than
the solution outright. This scaffolding approach aligns with pedagogical recommendations to
maintain a balance between difficulty and approachability for the target audience[9][10]. Ultimately,
our design goals serve the overarching learning objectives of the event: to engage participants in
applying both offensive and defensive security skills, and to do so in an environment where they can
learn from the experience (through hints, post-challenge write-ups, and debriefings) rather than
simply be tested.</p>
      </sec>
      <sec id="sec-3-2">
        <title>3.2. Infrastructure and isolation</title>
        <p>To ensure a safe and controlled environment, all challenge artifacts were deployed on a virtualized
cyber range using VMware ESXi. Each team operated within a segregated network segment to
prevent any unintended interference between teams. The infrastructure plan (Figure 1) consisted of a
demilitarized zone (DMZ) network where the CTFd platform and challenge VMs resided, isolated
from external networks and from each other. Participants connected via a VPN gateway to the DMZ,
which granted access only to the CTFd web interface and the specific service endpoints of each
challenge VM. This network segmentation minimizes the “blast radius” of any misconfiguration or
abuse, mirroring best practices in production environments for containing threats [11]. We selected
ESXi for its support of fast snapshotting and reset of VMs between sessions, as well as flexible
resource provisioning – features important for scaling the event to different cohort sizes and quickly
recovering from any issues during the competition.</p>
        <p>VPN or browser PwnBox (cloud Parrot Linux)
lForneegmeriuAmtt;acsukbBsocxrispetsiosinonusnlocks full catalog and (Fmurapecethmoiniuuenmsl/i;cmhViatIlePlde/VnwgIPiet+shaVenxIdPpa+en)xdtenacdcPeswsntBoorxettiirmede
High: step-by-step lessons, embedded tutorials Moderate: realistic, self-directed practice on
and hints; beginner-friendly curricula full-system VMs; less guided
Jeopardy-style categories (web exploitation, Full-system exploitation labs + Jeopardy-style
forensics, etc.) within structured learning paths tasks across web, crypto, RE, forensics
Excellent for foundational skills; classroom- High educational relevance; mirrors real-world
suitable due to guidance and hints; lowers entry skills; strong engagement for
universities/selfbarrier learners
teGoxeucarernrepadtm; tenonottbsfeogcinunseedr–oinntaedrmvaendcieadteatdteapckth-dienfenthsee Fhroasmteeddeavsenat tfrraaimnienwgoprokritnalthraethexecretrhpatn a
selfHack The Box (HTB)
Vulnerable VMs plus Jeopardy-style challenges
(web, crypto, RE, forensics)</p>
        <p>Within this infrastructure, we set up three dedicated Linux VMs (one per challenge, see Section
“Challenge Craftsmanship”) and the CTFd server. Each challenge VM was pre-configured with all
necessary services and isolated so that teams could only interact with it via specific ports/protocols
relevant to the challenge. This approach provided a slice of realism (teams had to use actual tools and
network connections to solve challenges) while maintaining control: teams could not, for example,
attack the CTFd server or each other’s VMs because the network rules did not permit it. All traffic was
confined to the virtual range.</p>
      </sec>
      <sec id="sec-3-3">
        <title>3.3. Platform selection and configuration</title>
        <p>CTFd was selected for administration convenience, intuitive team management, and scope for
extensibility and customization, all advantages cited in the literature [4,5,18]. The instance was
configured with fixed-value challenges in Jeopardy mode and a live scoreboard. Hints were staged on
time-based unlocks to reduce brute forcing and nudge metacognition (“what class of vulnerability is
this?”) over memorized steps.</p>
        <p>Although our format was not a full attack–defense competition, we incorporated Blue Team
elements and role-play aspects into the Jeopardy-style framework. For instance, one challenge
simulated an incident response scenario by providing log files and requiring participants to interpret
them, and another involved a social engineering interaction with a mock “AI guard”. By leveraging
such Blue-leaning tasks and creative prompts within a Jeopardy structure, we heeded calls in the
literature to include a broader range of competencies (beyond pure hacking) in cybersecurity
exercises [9, 14]. This hybrid use of CTFd allowed us to blend offensive and defensive content
smoothly: teams solved challenges through the CTFd interface as usual, but the nature of some
challenges was defensive or human-focused, which is atypical for many CTFs.</p>
      </sec>
      <sec id="sec-3-4">
        <title>3.4 Challenge craftsmanship</title>
        <p>Three challenges were created to span scenarios and map back to both red and blue behaviors.
•
•
•
“Unserialize Me” (Web Exploitation): A medium-hard web challenge anchored in PHP
object injection via unsafe deserialization. The challenge plants a serialized PHP object in a
cookie and uses a magic method side effect to read server files. Learners must infer the
vulnerability by inspecting HTTP responses, decoding the cookie data, and crafting a
malicious payload to exploit the deserialization flaw and retrieve a flag from the server. This
reinforces secure coding principles and input validation practices, as participants see how a
seemingly innocuous serialized object can lead to arbitrary file reads [14]. Learning objective:
Identify and exploit an insecure deserialization vulnerability, and understand its implications
for web application security (Bloom’s Apply/Analyze level).
“Network Analysis” (Packet Forensics/OSINT): A Blue Team flavored task built around a
PCAP-NG network traffic capture containing game server discovery packets. Learners have
to filter the capture for a specific UDP port related to the Steam gaming protocol, then pivot
from the discovered data to an online profile, and finally decode an embedded Base64 artifact
in that profile to recover the flag. This challenge rehearses practical skills in packet filtering,
protocol recognition, external intelligence gathering, and artifact decoding—behaviors
analogous to what a Security Operations Center (SOC) analyst might do when investigating
network telemetry [14]. Learning objective: Practice network forensic analysis and
intelligence-gathering techniques to extract hidden information from real traffic (Bloom’s
Apply level progressing to Analyze).
“Soldier Swofford” (Adversarial Dialogue/Social Engineering): A low-tech, interactive
roleplay challenge designed to surface human-centric security risks and policy constraints. An
AI-driven “gate guard” character only responds to a precise, rank-authenticated command
sequence. Learners must deduce the correct phrases by reasoning about military protocol,
chain-of-command, and social engineering cues provided in the scenario. Successfully
eliciting the secret from the guard requires understanding the human context and carefully
crafting the request. This scenario broadens the scope beyond technical exploits, echoing calls
to include human factors in cybersecurity training [14]. Learning objective: Develop skills in
social engineering and policy-compliant reasoning, highlighting the human element of
security (Bloom’s Evaluate level, as participants must assess the scenario and formulate a
correct strategy).</p>
        <p>Each challenge is authored with a consistent narrative arc, explicit learning objective,
environmental notes, and a post-hoc write-up template which teams are encouraged to complete.
Authoring artifacts (code snippets, Dockerfiles, and setup notes) are versioned for reuse.</p>
      </sec>
      <sec id="sec-3-5">
        <title>3.5. Participants, procedure, and instrumentation</title>
        <p>The hybrid CTF event, nicknamed “Digital Fortress,” was a one-day competition lasting
approximately seven hours. A total of 36 participants took part, organized into 12 teams of three
members each. The participant cohort was diverse in background: teams included advanced high
school students, undergraduate students (primarily cybersecurity or IT majors), and industry
professionals from local companies. All participants had at least a basic familiarity with CTF-style
challenges prior to the event (many had played in online CTFs or training platforms like THM/HTB
before), ensuring that no team was completely new to the CTF format. This mix of experience levels
meant that some teams had strong technical skills while others were more novice, a factor we
monitored in the competition dynamics. We did not collect detailed demographic data (such as age or
gender) due to the informal nature of the event, but anecdotally the majority of student participants
were in their third or fourth year of university, and the professionals had 1-5 years of work
experience in IT or cybersecurity.</p>
        <p>Procedure. Teams received an orientation pack (VPN setup, CTFd accounts, rules). At 09:00 CTFd
opened with a live scoreboard; teams worked at their own pace. Organizers monitored service status,
the CTFd admin panel, and a Q&amp;A chat. When many teams stalled on a task, brief just-in-time hints
were broadcast. The event ended at 16:00, followed by an anonymous survey and a 30-minute
discussion to gather feedback on clarity, realism, and perceived learning.</p>
        <p>Instrumentation &amp; data. CTFd logs captured logins, solves, time-to-first-solve, and hint usage;
VPN logs indicated connectivity issues. The survey used Likert items on enjoyment and difficulty
plus multiple-choice/free-text on challenge preferences and learning. As a voluntary event, no formal
pre/post tests were administered; we note this limitation and plan to include such assessments in
future iterations.</p>
      </sec>
      <sec id="sec-3-6">
        <title>3.6. Outcome measures and analysis approach</title>
        <p>Evaluation approach. Our analysis is deliberately descriptive and formative, appropriate for a single
extracurricular deployment. We organize outcomes into Engagement, Progress, and Perception.
Engagement covers participation (attendance, team formation), time on task across the 7-hour
window, and hint-usage patterns. Progress uses objective CTFd metrics—solves per
challenge/category, time-to-first-solve, and full time-to-solve distributions—to gauge relative
difficulty and steady advancement. Perception draws on the post-event survey and discussion,
capturing enjoyment, perceived difficulty/relevance, and qualitative comments.</p>
        <p>Analysis &amp; interpretation. With 12 teams (36 participants) and no pre/post tests, we avoid causal
claims and treat findings as exploratory. We report simple descriptive statistics (e.g., share rating
difficulty “just right,” average solves per team) and conduct a thematic analysis of comments. Where
useful, we compare patterns to prior CTF-education studies [2, 11–14] to note alignments or
divergences (e.g., a preference for web challenges).</p>
        <p>Limitations. We acknowledge selection bias in voluntary participation, the lack of longitudinal
follow-up for retention, and any event-specific technical issues. These limitations are presented
alongside results to temper conclusions and inform design improvements.</p>
      </sec>
    </sec>
    <sec id="sec-4">
      <title>4. Results and discussion</title>
      <p>Participants rated overall enjoyment highly and the live scoreboard visibly sustained effort across the
event. In the survey, web exploitation was the most preferred category, with networking and
forensics in the middle tier. This distribution is consistent with prior classroom experience where the
immediate payoff and narrative clarity of web tasks tend to attract early attention [11,12,13].
Qualitative comments praised the “freshness” of the AI role-play and the realism of the network
trace, indicating appetite for diversification beyond standard web-heavy sets.</p>
      <p>Difficulty ranking
Too easy</p>
      <p>Just the right one</p>
      <p>Too difficult</p>
      <p>Eighty percent of respondents rated the overall difficulty “Just the right one,” with a minority at
each tail labeling it too easy or too difficult. Observationally, teams pursued different approaches:
some maximized early reward by front-loading easier tasks while others stayed focused on the harder
web exploit. Hint unlocks triggered visible second winds, especially on the deserialization chain.
These dynamics support the design choice to scaffold within challenges and keep inter-challenge
dependency minimal so that teams can self-pace and avoid deadlock.</p>
      <p>The hybrid set elicits distinct cognitive moves. In “Unserialize Me,” teams are observed inspecting
HTTP responses, base64 decoding, class inference, payload crafting, and verification; these are classic
offensive steps but have defensibility implications (input validation, safe serialization practices). In
“Network Analysis,” teams practice filtering, protocol recognition, external look-ups, and artifact
decoding; these are behaviors linked to SOC investigation flows. In “Soldier Swofford,” teams must
engage in protocol reasoning and constraint navigation, useful proxies for policy-aware operations
and adversarial thinking that involves human rules. This triangulation of measures reflects prior
literature mapping of CTFs to technical skills but also speaks to the often-noted lack of human-centric
content [14].</p>
      <p>Categories enjoyment</p>
      <p>While interactive attack-defense is a dynamic learning setting, the orchestration costs (service
health monitoring, scoring uptime, abuse containment) can overwhelm small instructional teams
[8,10]. Our hybrid design captures slices of operational realism (segmented networks, service
endpoints, adversarial cues) while eschewing cross-team assaults. The trade-off is lower exposure to
adversarial disruption and defense-under-fire. For many courses, especially mixed-ability cohorts,
this seems a productive compromise: it delivers operational signals and affords reflective problem
solving, yet remains logistically tractable.</p>
      <p>CTFd’s administrative surface and hinting mechanics supported just-in-time scaffolding and
formative assessment. As in the platform literature, ease of use and assessment features are not
niceties but drivers of educational value when used deliberately [4,5,18]. Scoring in this event
remained simple (fixed points) which was adequate for a formative event. Future iterations can
experiment with decaying-difficulty scoring or partial-credit designs, mindful of existing evidence on
fairness and strategic behavior in scoring algorithms [19].</p>
      <p>This evaluation is small-N, non-experimental, and subject to selection biases common to
voluntary competitions. The survey instrument was minimal by design. We did not collect
longitudinal data on retention or transfer. The attack surface of each challenge was intentionally
limited, and a broader “fog of war” (alert fatigue, competing signals) was not simulated. These limits
constrain inference but are appropriate to this article’s goal: actionable design guidance grounded in
a realistic classroom deployment.</p>
      <p>Clarity matters: narrative prompts must be short and unambiguous. Diversity is rewarding:
mixing modalities (web, network, role-play) combats fatigue and spreads wins. Hints should teach:
hint tiers should model thought process not just steps. Instrument early: capture solve times and hint
clicks to identify friction points. Right-size the ops: a VM/ESXi + VPN + CTFd stack is a sweet spot for
many programs - enough realism without constant firefighting.</p>
      <sec id="sec-4-1">
        <title>4.1. Pre- and post-event skill assessment</title>
        <p>In a future version of this study, this section will present a comparison of participants’ cybersecurity
knowledge and skills before and after the CTF event. For example, we plan to administer a short
pretest quiz covering key concepts addressed by the challenges (web vulnerabilities, network analysis,
social engineering) and an equivalent post-test after the event. The expectation is that participants’
post-test scores will improve relative to pre-test, indicating knowledge gains attributable to the CTF
experience. Any improvements (or lack thereof) will be analyzed in relation to the learning
objectives.</p>
      </sec>
    </sec>
    <sec id="sec-5">
      <title>5. Conclusion</title>
      <p>CTFs remain one of the most effective delivery modes for practice-ready cybersecurity skills but their
educational impact hinges on design choices. A hybrid approach that deliberately couples offensive
puzzle-solving with defensive and human-centered reasoning can broaden skill coverage while
preserving manageability. The case demonstrated here shows that a modest, well-engineered
infrastructure and a targeted set of challenges can deliver high engagement and well-balanced
exposure for mixed-ability cohorts.</p>
      <p>The recommendation to educators is pragmatic: start with a small hybrid set anchored in clear
learning goals, bias toward reproducible infrastructure and strong write-ups, instrument for
formative insight, iterate on hints and narratives, and when capacity grows, add attack-defense
elements selectively. For researchers, priorities include measuring learning gains across Red and Blue
competencies, evaluation of scoring schemes for fairness and motivation, and studying retention and
transfer to authentic tasks.</p>
      <p>Beyond single events, maturing hybrid CTFs into course infrastructure requires operating
playbooks and reproducible artifacts. We suggest a public artifact bundle (Dockerfiles or VM
snapshots, sanitized PCAPs, and seed datasets) with version tags; an outcomes-aligned rubric that
separately scores Red and Blue competencies (e.g., reconnaissance, exploit design, log triage, and
hypothesis testing) and integrates write-ups as authentic assessment; accessibility and ethics
guardrails (codes of conduct, non-harm principles, and accommodations for differently-abled
students as well as graded "safe mode" tasks); and operational metrics (service availability SLOs, hint
latency, and resource utilization) so that instructors can anticipate cost and staffing. Coupled with
pre/post quizzes and delayed retention probes, these practices would let institutions compare cohorts
and iterate with evidence while keeping risk, effort, and cost manageable.</p>
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Grammar and spelling check. After using this tool, the authors reviewed and edited the content as
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