Análise da percepção de estudantes sobre um jogo educacional de resposta a incidentes cibernéticos
Resumo
O aumento dos incidentes cibernéticos destaca a necessidade de treinamento em resposta a incidentes. Contudo, a literatura indica uma lacuna em relação a jogos digitais em língua portuguesa que simulam o cotidiano de times de resposta a incidentes. Este estudo avalia a primeira fase de We Got Hacked!, um jogo de simulação para capacitação em resposta a incidentes cibernéticos, aplicando um questionário pós-teste em 15 estudantes de graduação. Os resultados indicaram altas pontuações em categorias de relevância e usabilidade; contudo, sugerem a necessidade de aumentar a dificuldade dos desafios do jogo.Referências
Angafor, G., Yevseyeva, I., and Maglaras, L. (2024). MalAware: A tabletop exercise for malware security awareness education and incident response training. Internet of Things and Cyber-Physical Systems.
Angafor, G. N., Yevseyeva, I., and Maglaras, L. (2023). Scenario-based incident response training: lessons learnt from conducting an experiential learning virtual incident response tabletop exercise. Information & Computer Security, 31(4).
Hatzivasilis, G., Ioannidis, S., Smyrlis, M., Spanoudakis, G., Frati, F., Braghin, C., Damiani, E., Koshutanski, H., Tsakirakis, G., Hildebrandt, T., et al. (2021). The threat-arrest cyber range platform. In 2021 IEEE International Conference on Cyber Security and Resilience (CSR). IEEE.
ISACA (2023). State of Cybersecurity 2023 report. [link]. Acesso em 30-jun-2025.
Katsantonis, M. N., Mavridis, I., and Gritzalis, D. (2021). Design and evaluation of cofelet-based approaches for cyber security learning and training. Computers & Security, 105.
Khando, K., Gao, S., Islam, S. M., and Salman, A. (2021). Enhancing employees information security awareness in private and public organisations: A systematic literature review. Computers & Security, 106.
Kitchenham, B. A., Budgen, D., and Brereton, P. (2015). Evidence-based software engineering and systematic reviews, volume 4. CRC press.
Nelson, A., Rekhi, S., Souppaya, M., and Scarfone, K. (2024). Incident response recommendations and considerations for cybersecurity risk management: A CSF 2.0 community profile. Technical report, National Institute of Standards and Technology.
O’Connor, S., Hasshu, S., Bielby, J., Colreavy-Donnelly, S., Kuhn, S., Caraffini, F., and Smith, R. (2021). SCIPS: A serious game using a guidance mechanic to scaffold effective training for cyber security. Information Sciences, 580.
Pérez, J., Castro, M., and López, G. (2023). Serious games and AI: Challenges and opportunities for computational social science. IEEE Access, 11.
Petri, G., Von Wangenheim, C. G., and Borgatto, A. F. (2019). MEEGA+: Um modelo para a avaliação de jogos educacionais para o ensino de computação. Revista Brasileira de Informática na Educação, 27.
Pirta-Dreimane, R., Brilingaitė, A., Roponena, E., Parish, K., Grabis, J., Lugo, R. G., and Bonders, M. (2024). Try to esCAPE from cybersecurity incidents! A technology-enhanced educational approach. Technology, Knowledge and Learning.
Tharot, K., Duong, Q. B., Riel, A., and Thiriet, J.-M. (2023). A cybersecurity training concept for cyber-physical manufacturing systems. Procedia CIRP, 120.
Videnovik, M., Filiposka, S., and Trajkovik, V. (2024). A novel methodological approach for learning cybersecurity topics in primary schools. Multimedia Tools and Applications.
Angafor, G. N., Yevseyeva, I., and Maglaras, L. (2023). Scenario-based incident response training: lessons learnt from conducting an experiential learning virtual incident response tabletop exercise. Information & Computer Security, 31(4).
Hatzivasilis, G., Ioannidis, S., Smyrlis, M., Spanoudakis, G., Frati, F., Braghin, C., Damiani, E., Koshutanski, H., Tsakirakis, G., Hildebrandt, T., et al. (2021). The threat-arrest cyber range platform. In 2021 IEEE International Conference on Cyber Security and Resilience (CSR). IEEE.
ISACA (2023). State of Cybersecurity 2023 report. [link]. Acesso em 30-jun-2025.
Katsantonis, M. N., Mavridis, I., and Gritzalis, D. (2021). Design and evaluation of cofelet-based approaches for cyber security learning and training. Computers & Security, 105.
Khando, K., Gao, S., Islam, S. M., and Salman, A. (2021). Enhancing employees information security awareness in private and public organisations: A systematic literature review. Computers & Security, 106.
Kitchenham, B. A., Budgen, D., and Brereton, P. (2015). Evidence-based software engineering and systematic reviews, volume 4. CRC press.
Nelson, A., Rekhi, S., Souppaya, M., and Scarfone, K. (2024). Incident response recommendations and considerations for cybersecurity risk management: A CSF 2.0 community profile. Technical report, National Institute of Standards and Technology.
O’Connor, S., Hasshu, S., Bielby, J., Colreavy-Donnelly, S., Kuhn, S., Caraffini, F., and Smith, R. (2021). SCIPS: A serious game using a guidance mechanic to scaffold effective training for cyber security. Information Sciences, 580.
Pérez, J., Castro, M., and López, G. (2023). Serious games and AI: Challenges and opportunities for computational social science. IEEE Access, 11.
Petri, G., Von Wangenheim, C. G., and Borgatto, A. F. (2019). MEEGA+: Um modelo para a avaliação de jogos educacionais para o ensino de computação. Revista Brasileira de Informática na Educação, 27.
Pirta-Dreimane, R., Brilingaitė, A., Roponena, E., Parish, K., Grabis, J., Lugo, R. G., and Bonders, M. (2024). Try to esCAPE from cybersecurity incidents! A technology-enhanced educational approach. Technology, Knowledge and Learning.
Tharot, K., Duong, Q. B., Riel, A., and Thiriet, J.-M. (2023). A cybersecurity training concept for cyber-physical manufacturing systems. Procedia CIRP, 120.
Videnovik, M., Filiposka, S., and Trajkovik, V. (2024). A novel methodological approach for learning cybersecurity topics in primary schools. Multimedia Tools and Applications.
Publicado
08/12/2025
Como Citar
STEIGLEDER, Rodrigo; IGNACZAK, Luciano; GEHLING, Mauricio Bammann; KLEIN, Bernardo; FLORES, Igor; ALFF, Jairo Augusto de Campos; GAZZOLA, Tiago Umberto.
Análise da percepção de estudantes sobre um jogo educacional de resposta a incidentes cibernéticos. In: ESCOLA REGIONAL DE REDES DE COMPUTADORES (ERRC), 22. , 2025, Porto Alegre/RS.
Anais [...].
Porto Alegre: Sociedade Brasileira de Computação,
2025
.
p. 88-94.
DOI: https://doi.org/10.5753/errc.2025.17532.