
This paper examines modern computer security education, the current state of security education materials, and an overview of the relevance. The paper specifically focuses on how computer games, tabletop games, and labs created in virtual environments using virtual machines are beneficial in creating hands-on learning environments for students and educators. A case study on SEcurity EDucation (SEED) Labs is provided to assure the labs are relevant and current to industry, academia, and certification bodies. Finally, additions are created to broaden current SEED Labs to grant students the opportunity to expand their academic knowledge on security topics.
| selected citations These citations are derived from selected sources. This is an alternative to the "Influence" indicator, which also reflects the overall/total impact of an article in the research community at large, based on the underlying citation network (diachronically). | 5 | |
| popularity This indicator reflects the "current" impact/attention (the "hype") of an article in the research community at large, based on the underlying citation network. | Average | |
| influence This indicator reflects the overall/total impact of an article in the research community at large, based on the underlying citation network (diachronically). | Average | |
| impulse This indicator reflects the initial momentum of an article directly after its publication, based on the underlying citation network. | Average |
