Prerequisite testing of cybersecurity skills
Cybersecurity games are an attractive and popular method of active learning. However, the majority of current games are created for advanced players, which often leads to frustration of less experienced learners. Diagnostic assessment of participants' knowledge and skills before starting an educational game can increase the benefits of playing. The information acquired by prerequisite testing enablestutors or learning environments to suitably assist participants with game challenges and maximize learning in their virtual adventure. To the best of our knowledge, this work is a pioneering attempt in researching prerequisite testing of cybersecurity skills. The thesis proposes a methodology for developing cybersecurity games and pretests, resulting from a thorough literature review and exploration of state-of-the-art cybersecurity platforms. The method is applied in practice to create the first prerequisite test for a cybersecurity game in the KYPO: Cyber Exercise and Research Platform at Masaryk University. Moreover, this work investigates the pretest's predictive value for identification of learners' readiness before playing the KYPO game. The lessons learned from the experimental study are vast. A linear regression analysis confirmed that players' skill, expressed using the game score, can be predicted by the prerequisite test result. Furthermore, the model's accuracy and statistical significance improved after confidence assessment of certainty in one's answers was introduced. Interestingly, the qualitative study of in-game actions revealed several anomalies in the performance patterns of the participants. These findings uncovered numerous factors that may create noise in the model, bringing unique insights into the field and implying new opportunities for future research.