6,557 research outputs found

    Assessment Of Two Pedagogical Tools For Cybersecurity Education

    Get PDF
    Cybersecurity is an important strategic areas of computer science, and a difficult discipline to teach effectively. To enhance and provide effective teaching and meaningful learning, we develop and assess two pedagogical tools: Peer instruction, and Concept Maps. Peer instruction teaching methodology has shown promising results in core computer science courses by reducing failure rates and improving student retention in computer science major. Concept maps are well-known technique for improving student-learning experience in class. This thesis document presents the results of implementing and evaluating the peer instruction in a semester-long cybersecurity course, i.e., introduction to computer security. Development and evaluation of concept maps for two cybersecurity courses: SCADA security systems, and digital forensics. We assess the quality of the concept maps using two well-defined techniques: Waterloo rubric, and topological scoring. Results clearly shows that overall concept maps are of high-quality and there is significant improvement in student learning gain during group-discussion

    B-CoC: A Blockchain-Based Chain of Custody for Evidences Management in Digital Forensics

    Get PDF
    One of the main issues in digital forensics is the management of evidences. From the time of evidence collection until the time of their exploitation in a legal court, evidences may be accessed by multiple parties involved in the investigation that take temporary their ownership. This process, called Chain of Custody (CoC), must ensure that evidences are not altered during the investigation, despite multiple entities owned them, in order to be admissible in a legal court. Currently digital evidences CoC is managed entirely manually with entities involved in the chain required to fill in documents accompanying the evidence. In this paper, we propose a Blockchain-based Chain of Custody (B-CoC) to dematerialize the CoC process guaranteeing auditable integrity of the collected evidences and traceability of owners. We developed a prototype of B-CoC based on Ethereum and we evaluated its performance

    Development of Peer Instruction Material for a Cybersecurity Curriculum

    Get PDF
    Cybersecurity classes focus on building practical skills alongside the development of the open mindset that is essential to tackle the dynamic cybersecurity landscape. Unfortunately, traditional lecture-style teaching is insufficient for this task. Peer instruction is a non-traditional, active learning approach that has proven to be effective in computer science courses. The challenge in adopting peer instruction is the development of conceptual questions. This thesis presents a methodology for developing peer instruction questions for cybersecurity courses, consisting of four stages: concept identification, concept trigger, question presentation, and development. The thesis analyzes 279 questions developed over two years for three cybersecurity courses: introduction to computer security, network penetration testing, and introduction to computer forensics. Additionally, it discusses examples of peer instruction questions in terms of the methodology. Finally, it summarizes the usage of a workshop for testing a selection of peer instruction questions as well as gathering data outside of normal courses

    Game Based Learning for Safety and Security Education

    Full text link
    Safety and security education are important part of technology related education, because of recent number of increase in safety and security related incidents. Game based learning is an emerging and rapidly advancing forms of computer-assisted instruction. Game based learning for safety and security education enables students to learn concepts and skills without the risk of physical injury and security breach. In this paper, a pedestal grinder safety game and physical security game have been developed using industrial standard modeling and game development software. The average score of the knowledge test of grinder safety game was 82%, which is higher than traditional lecture only instruction method. In addition, the survey of physical security game shows 84% average satisfaction ratio from high school students who played the game during the summer camp. The results of these studies indicated that game based learning method can enhance students' learning without potential harm to the students

    Multi-aspect, robust, and memory exclusive guest os fingerprinting

    Get PDF
    Precise fingerprinting of an operating system (OS) is critical to many security and forensics applications in the cloud, such as virtual machine (VM) introspection, penetration testing, guest OS administration, kernel dump analysis, and memory forensics. The existing OS fingerprinting techniques primarily inspect network packets or CPU states, and they all fall short in precision and usability. As the physical memory of a VM always exists in all these applications, in this article, we present OS-Sommelier+, a multi-aspect, memory exclusive approach for precise and robust guest OS fingerprinting in the cloud. It works as follows: given a physical memory dump of a guest OS, OS-Sommelier+ first uses a code hash based approach from kernel code aspect to determine the guest OS version. If code hash approach fails, OS-Sommelier+ then uses a kernel data signature based approach from kernel data aspect to determine the version. We have implemented a prototype system, and tested it with a number of Linux kernels. Our evaluation results show that the code hash approach is faster but can only fingerprint the known kernels, and data signature approach complements the code signature approach and can fingerprint even unknown kernels

    An Evaluation of eScience Lab Kits for Online Learning

    Get PDF
    Higher education online science courses generally lack the hands-on components essential in understanding theories, methods, and techniques in chemistry and biology. Companies like eScience Labs construct kits to facilitate online learning, which provide students with hands-on activities relevant to their science courses. In order to evaluate ease, efficacy, and comprehension of the forensic science kits by eScience Labs was completed while writing observations of the activities during and after completion; the lab manual learning objectives were compared to results of activities and two stopwatches took elapsed time of each activity to compare with the stated times in the kit manual. This method determined that the eScience manual does not provide enough information for a college freshman to fully understand the topic; however, combining these labs with professor provided online lectures would allow full comprehension of the forensic science applications or techniques. Recommendations to obtain maximum learning outcomes include requiring the completion of prerequisites like algebra and general chemistry. With these aspects combined, the eScience lab kit is a great addition to an introductory forensic science course as it provides safe and interactive hands-on activities

    The case for validating ADDIE model as a digital forensic model for peer to peer network investigation

    Get PDF
    Rapid technological advancement can substantially impact the processes of digital forensic investigation and present a myriad of challenges to the investigator. With these challenges, it is necessary to have a standard digital forensic framework as the foundation of any digital investigation. State-of-the-art digital forensic models assume that it is safe to move from one investigation stage to the next. It guides the investigators with the required steps and procedures. This brings a great stride to validate a non-specific framework to be used in most digital investigation procedures. This paper considers a new technique for detecting active peers that participate in a peer-to-peer (P2P) network. As part of our study, we crawled the μTorrent P2P client over ten days in different instances while logging all participating peers. We then employed digital forensic techniques to analyse the popular users and generate evidence within them with high accuracy. We evaluated our approach against the standard Analysis, Design, Development, Implementation, and Evaluation (ADDIE) model for the digital investigation to achieve the credible digital evidence presented in this paper. Finally, we presented a validation case for the ADDIE model using the United States Daubert Test and the United Kingdom’s Forensic Science Regulator Guidance – 218 (FSR-G-218) and Forensic Science Regulator Guidance – 201 (FSR-G-201) to formulate it as a standard digital forensic model

    Botnet Forensic Investigation Techniques and Cost Evaluation

    Get PDF
    Botnets are responsible for a large percentage of damages and criminal activity on the Internet. They have shifted attacks from push activities to pull techniques for the distribution of malwares and continue to provide economic advantages to the exploiters at the expense of other legitimate Internet service users. In our research we asked; what is the cost of the procedural steps for forensically investigating a Botnet attack? The research method applies investigation guidelines provided by other researchers and evaluates these guidelines in terms of the cost to a digital forensic investigator. We conclude that investigation of Botnet attacks is both possible and procedurally feasible for a forensic investigator; but that scope management is critical for controlling the cost of investigation. We recommend quantifying Botnet investigations into five levels of cost based on time, complexity and technical requirements. Keywords: Botnets, Cybercrime, Investigating, Techniques, Costs, Researc
    • …
    corecore