Last November, education changed forever when OpenAI, an artificial intelligence research and development organization, released its ChatGPT app to the public.
Gaming has deep roots in the cybersecurity industry, where companies and governments frequently host “capture the flag” competitions where groups of hackers compete to gain access to an opponent’s computer system while defending their own. The goal of these exercises is to mimic real-world hacking scenarios and give cybersecurity professionals hands-on experience with managing a security breach. But despite the importance of these games for professional development, gamification is not typically integral to students’ classroom learning experience. In 2021, Chen Zhong, assistant professor of cybersecurity, and Joo Baek Kim, assistant professor of information and technology management, set out to change that.