A Classroom-Based Study of CyberGuardian: An Educational Game for Learning Cryptographic Primitives
To make cybersecurity concepts more accessible to non-technical students, we present our classroom-based study of CyberGuardian, an educational game designed to teach cryptographic primitives through simplified, real-world scenarios. Players assume the role of a cybersecurity advisor, providing guidance to simulated clients and analyzing authentic messages to assure confidentiality, data integrity, and authentication through three cryptographic primitives: symmetric encryption, asymmetric encryption, and digital signature. CyberGuardian is freely available, easy to deploy at scale, and implemented as a single-player offline game compatible with macOS and Windows. Our learning objectives are to enable students to: (1) Identify how an adversary can interfere with communications; (2) Explain how cryptographic primitives can mitigate dangers; and (3) Apply cryptographic primitives to reduce vulnerabilities. In our classroom-based study, conducted during in-person lab sessions with 92 students, we administered a pre-test, post-test, a Likert-scale motivation questionnaire after gameplay. Test results showed that learners improved their ability to define and apply cryptographic primitives after playing CyberGuardian for 40 minutes. Despite students’ low expectancy of success for applying objectives 2 and 3 to other situations, students found the game overall effective, motivating, enjoyable, and relevant to their personal lives. Game logs revealed persistent confusion between symmetric and asymmetric encryption in Levels 3 and 4. Therefore, we plan to refine CyberGuardian by improving the clarity of in-game instructions and level-passing criteria.