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A Hands-On Cybersecurity Curriculum Using a Robotics
Platform
Bernard Yett
Vanderbilt University
Nashville, TN, USA
bernard.h.yett@vanderbilt.edu
Nicole Hutchins
Vanderbilt University
Nashville, TN, USA
Gordon Stein
Vanderbilt University
Nashville, TN, USA
Hamid Zare
Vanderbilt University
Nashville, TN, USA
Caitlin Snyder
Vanderbilt University
Nashville, TN, USA
Gautam Biswas
Vanderbilt University
Nashville, TN, USA
Mary Metelko
Vanderbilt University
Nashville, TN, USA
Ákos Lédeczi
Vanderbilt University
Nashville, TN, USA
ABSTRACT
This paper presents a study where high school students were taught
computing and cybersecurity concepts using a robotics platform. 38
students attended a week-long summer camp, starting with projects
such as a simulation-only game and a simple autonomous driving
program for the robots to learn and apply computational thinking
(CT) and networking skills. They were then assigned a series of
challenges that required developing progressively more advanced
cybersecurity measures to protect their robots. This culminated in
a nal challenge that required implementing defensive measures
such as encryption, secure key exchange, and sequence numbers to
prevent cyber attacks during robot operations. We used an evidence-
centered design framework to construct rubrics for grading student
work. The pre- and post-test results show that the interventions
helped students learn cybersecurity and CT concepts, but they
had diculties with networking concepts. These results correlate
with scores from the game and the nal challenge. Overall, surveys
show that the competition-based robotics learning framework was
engaging to students, and it supported their learning. However, our
intervention needs to be modied to help students learn networking
concepts.
CCS CONCEPTS
•Applied computing →Interactive learning environments
;
•Security and privacy
;
•Social and professional topics →
Computational thinking;
KEYWORDS
block-based programming, robotics, computer science education,
computational thinking, cybersecurity, networking
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SIGCSE ’20, March 11–14, 2020, Portland, OR, USA
©2020 Association for Computing Machinery.
ACM ISBN 978-1-4503-6793-6/20/03.. .$15.00
https://doi.org/10.1145/3328778.3366878
ACM Reference Format:
Bernard Yett, Nicole Hutchins, Gordon Stein, Hamid Zare, Caitlin Sny-
der, Gautam Biswas, Mary Metelko, and Ákos Lédeczi. 2020. A Hands-On
Cybersecurity Curriculum Using a Robotics Platform. In The 51st ACM
Technical Symposium on Computer Science Education (SIGCSE ’20), March
11–14, 2020, Portland, OR, USA. ACM, New York, NY, USA, 7 pages. https:
//doi.org/10.1145/3328778.3366878
1 INTRODUCTION
There has been a lot of emphasis on introducing computer sci-
ence (CS) and computational thinking (CT) concepts and practices
into K-12 curricula [
3
]. Educators, researchers, and industry stake-
holders have recognized the importance of this integration, not
only as a means for better preparing students for the 21st century
workforce [
22
] but also for helping them to develop the abilities
to create the next wave of computing innovations [
17
]. In particu-
lar, cybersecurity has become an important topic that is featured
widely in multiple studies [
6
,
10
]. In this work, we develop a set
of curricular tasks that focus on learning cybersecurity concepts.
Our hypothesis is that students will be more engaged in learning
cybersecurity and other CS topics through hands-on activities and
competitive projects. To facilitate such learning, we have adopted a
robotics platform along with a block-based programming language
(BBPL) [
11
] to develop a curriculum with a sequence of tasks that
start by teaching CT concepts and practices, and then expand to
cover advanced topics in networking and cybersecurity.
In the summer of 2019, we ran an exploratory research study
with 38 high school students to evaluate their ability to learn about
cybersecurity, networking, and CT topics during a week-long camp.
As discussed, our intervention starts with networking and CT con-
cepts to enable students with minimal previous experience to es-
tablish baseline knowledge similar to their peers. Then students
transition to the cybersecurity problem-solving modules on rel-
atively equal footing and progressively learn to implement new
attack and defense strategies on the robotics platform. The platform
allows for creating BBPL code, running experiments, and observing
results. If a student’s program does not work correctly, the BBPL
allows for easy debugging by the students and their teachers who
may not be well-versed in programming. Our overall study with
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the intervention included concept-based pre-post-tests, a survey
of students’ past programming experiences, and a self-assessment
of the students’ task values and motivation. We also modied the
curriculum and assessments from a past study to accommodate
new evidence-centered design (ECD)-based rubrics that allowed
for the tracking of student understanding of relevant concepts over
time.
In this paper, we analyze data collected during the study to
answer the following research questions:
(1) [Student learning]
Did the intervention help students learn
the targeted CT, networking, and cybersecurity concepts as
determined by their pre-post-test learning gains?
(2) [Eectiveness of intervention]
Did performance on com-
ponents of our intervention, such as game development,
autonomous driving, encryption methods, and combining
security methods correlate with students’ pre-post-test learn-
ing gains?
(3) [Student interest and self-ecacy]
Did the answers to
the survey and self-assessment questions indicate that stu-
dents showed engagement and interest in the intervention
activities and the topics of study?
The rest of this paper discusses our intervention and the results of
our data analyses. Section 2 reviews background work in computing
and CT education, and previous work on use of robots to teach CS
topics. Section 3 outlines our intervention, providing a day-by-day
breakdown of the activities that students completed during the
cybersecurity camp. This is supplemented by descriptions of the
rubrics used to evaluate several of the projects that the students
undertook during the intervention. Section 4 presents our analyses
of the student data and discussion of the results. Finally, section 5
presents the conclusions and directions for future research.
2 BACKGROUND
The advent of CSforAll and the accompanying increase in school
districts in the USA implementing required CS standards have re-
sulted in a surge in eorts to engage K-12 students in CS and CT
education. Curricula such as Exploring Computer Science [
8
] and
the Advanced Placement Computer Science Principles course [
2
] have
targeted broadening participation in CS by introducing students to
constructs - such as networking and the internet, computing, and
data analysis - while also promoting important practices such as
creativity, abstraction, decomposition, and debugging. Courses such
as The Beauty and Joy of Computing [
1
] oer innovative and en-
gaging ways to implement CS and CT curricula in K-12 classrooms.
Moreover, the development of BBPEs, such as Scratch, Snap!, and
App Inventor, have been integral in increasing dissemination. Their
ease-of-use has lessened diculties students face in introductory
programming (e.g., syntax [
9
]), promoting engagement, condence,
and creativity in working on authentic projects [4, 21].
The growth of CS education research has also led to the develop-
ment of innovative tools for introducing computer science topics,
such as encryption and cybersecurity in K-12 classrooms. PNW
GenCyber [
10
] and SecurityEmpire [
16
] utilize game based learn-
ing approaches, and have produced promising learning gains in
K-12 participants. Similar gains were experienced by approaches
that integrate robotics and cybersecurity (e.g., Junior Cyber Dis-
covery [
20
] and Roboscape [
11
]). However, in order to integrate
these tools and approaches into K-12 classrooms, it is important to
include methods for assessing students against key standards and
teacher-dened learning objectives.
Recent eorts have targeted approaches to assessing student
learning during programming tasks, such as those utilizing BBPEs
to support programming projects that are creative and personally
meaningful [
4
]. Catete, et al [
5
] used ideas from auto-graders to
create rened rubrics and aid high school teachers, some of whom
had no CS background, in oering courses such as The Beauty and
Joy of Computing. Basu [
4
] decomposed Scratch projects down
to their component parts to create multi-dimensional evaluation
rubrics. Grover [
9
] focused on the language used by participants in
her study, looking for them to better express complex ideas using
relevant jargon and knowledge. This allows the learning and assess-
ment to go beyond a pure programming focus. For this paper, we
extend this approach by mapping student work to rubrics dened
by concepts and practices that are assessed on our pre-post-tests.
To do this in a systematic manner, we adopt an ECD approach [
14
]
so that we can track students’ learning gains temporally as they
perform their assigned tasks.
3 METHOD
Thirty-eight high school students (50% female) participated in our
week-long, cybersecurity and robotics summer camp. Students
worked about 6 hours per day on their assigned tasks. A pre-survey
question asked about prior CS knowledge, and only 11 students
said that they had completed one or more CS courses in the past.
However, 22 students indicated they had worked with BBPEs. Other
experience listed included prior web-programming experience (17
students) and experience with programming languages, such as
Python (12 students) and Java (8 students). Three students claimed
that they had no programming experience.
The curriculum of the 5 day camp was rened based on our
design-based research approach using feedback and observations
from a previous pilot implementation [
11
]. The curriculum targeted
key standards from the K-12 CS Framework [
7
] and NGSS [
19
].
Students worked individually on introductory CS units targeting
key programming and CT skills as well as system tools needed to
be successful in implementing the cybersecurity tasks on Day 1.
The goal for this unit was to minimize the impact of dierences in
students’ prior knowledge (as seen with this cohort) and helping
students gain condence in the environment and programming the
robots. For the remainder of the camp students worked in dyads
or triads. On days 2 and 3 students performed tasks to become
familiar with Roboscape commands. The tasks were designed to
support skill development and to use CT constructs learned on Day
1 in programming the robots. By the end of Day 3, students were
implementing rudimentary security measures, such as observing a
count of both commands sent to and commands received by their
robot to detect possible attacks.
On Day 4, students incorporated stronger defensive measures
using encryption. They rst utilized a simple Caesar’s cipher, then
defended against brute force and overheard key attacks with se-
cure key exchange and stronger encryption methods, such as the
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A Hands-On Cybersecurity Curriculum Using a Robotics Platform SIGCSE ’20, March 11–14, 2020, Portland, OR, USA
Vigenère cipher. The tasks were designed for students to not only
plan and implement methods for protecting their robots, but also to
test their algorithms with their robots. On Day 5, students worked
on a comprehensive project to defend their robot against replay
attacks, which allowed other student groups to capture and reuse
an encrypted command being sent from a student to the robot. To
do so, students were introduced to sequence numbering, and tasked
with adding this measure together with their existing defensive
strategy to create a much stronger defense against attackers.
Our exploratory study (no control group) primarily focused on
evaluating students learning gains in CT, networking, and cyberse-
curity using a summative, pre-post-test and formative evaluations
of student projects based on predened rubrics. We implemented
an ECD approach to assessment development to map key CT, net-
working, and cybersecurity constructs addressed in the curriculum
to the evaluation measures.
Our pre-post-tests consisted of 8 questions. The two networking
questions were free response, while the four cybersecurity ques-
tions and the two CT pre-test questions were multiple-choice. For
the post-test, we changed the CT format to one multiple choice and
one ll-in-the-blank question. In the CT section, the question about
loops tasked students with choosing the correct output for two
sections of pseudo-code containing repeat loops; partial credit was
awarded for correctly choosing the correct output for one of the
two cases. The CT question on conditionals consisted of an "if-then,
if-then" structure on the pre-test but an "if-then-else" structure on
the post-test. This question will be standardized from pre-post in
the future to remove any possibility of inconsistent results. The
rst networking question presented a message passing scenario
with identier tags, and asked students to explain the consequences
of removing those identiers (it would cause a network overload).
The second networking question dealt with cooperating armies at-
tempting to send attack and conrmation messages back and forth
through enemy territory. The key idea was that it was impossible to
guarantee messages were successfully received from both sides no
matter how many messages were sent. The cybersecurity questions
were:
(1) What makes cryptographic algorithms secure?
(2)
(After describing a denial of service attack) Which of the
following is the name for this kind of attack?
(3)
Which of the following would allow you to decrypt a long
message containing English text encrypted by Caesar’s ci-
pher?
(4)
If the key is known, is encryption or decryption more di-
cult?
We found the normalized change [
12
] between each student’s
pre-post-test scores with the following set of equations:
c=
post −pre
1−pre post >pre
drop post =pre =1
0post =pre ,1
post −pre
pre post <pre
This scoring system shows a student’s improvement relative to
room for improvement. Students who achieve perfect scores on
both pre- and post-tests are dropped because of the ceiling eect.
The normalized change is applied when establishing connections
between project and test results. To study learning gains, we used
the averages and standard deviations.
The analysis of student work during the intervention presented
in this paper involved the scoring of three projects: (1) the "cat-and-
mouse" game (Day 1); (2) the autonomous robot driving problem
(Days 2-3); and (3) the nal project incorporating replay attack
defense on top of other security measures (Day 5). All of the rubrics
went through an iterative development process to ensure grading
consistency. The "cat-and-mouse" game targeted CT constructs
assessed on the pre-post-test (e.g., loops and conditional logic)
through the implementation of a game in which a player needed to
avoid an adversary sprite.
Students were asked to implement code to move all sprites, han-
dle sprite collision events, implement a game end sequence, and
increment a score variable. A maximum score of nine was possi-
ble and was achieved by two students. For the autonomous robot
project, students were tasked with creating a program that would
allow the robot to drive in a square autonomously (Figure 1). CT
constructs including loops were required to successfully implement
this task - mapping it to the "cat-and-mouse" task from Day 1. A
sample rubric is provided in Table 1.
Figure 1: Example autonomous driving program
Description
Score
No project submission 0
Submission with inconsistent timing, trying to complete the
task with a circle around the obstacle, or incorrect implemen-
tation
1
Submission with correct implementation but lacking loops or
other conditional usage 2
Submission with correct implementation including loops 3
Submission with correct implementation including loops plus
additional features such as well used custom blocks or side
lengths controlled by a variable
4
Table 1: Square Rubric
The nal project was based around replay attack defense – de-
scribed previously – and required students to build a comprehensive
defense strategy against various attacks. Four categories made up
the grade for the nal project. Coding best practices deals with
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SIGCSE ’20, March 11–14, 2020, Portland, OR, USA Bernard Ye et al.
an initialization process, proper variable usage and naming, and
the (hopeful) absence of unused blocks and duplicated scripts. The
CT score is linked to the proper use of conditional statements, and
a "repeat until" loop to guarantee the robot receives a changed
encryption key. A custom block category required the proper use
of the indicated blocks, and correctly updating them to use the ad-
vanced encryption and sequence numbering implementations. The
nal and most important category, cybersecurity, is displayed as an
example rubric in Table 2. The majority of concepts were graded
for their presence (meaning some attempt was made to use the
relevant concept), completeness (meaning the concept was applied
everywhere that it should have been applied, though not neces-
sarily correctly), and correctness (meaning the concept was used
correctly everywhere that it was applied, though not necessarily
applied everywhere that was required).
The maximum score achievable for this project was 39 points.
The highest score achieved by a group was 27.5 points. It is possible
that students had the knowledge to obtain perfect scores, but the
time constraints imposed by the camp did not provide them with
sucient time on the tests. We hypothesized that students doing
well on the cybersecurity section of this project would also show
larger pre-post-test gains for the other sections of the tests. Consid-
ering the all-encompassing nature of the project, we also compared
the overall project scores with the pre-post-test learning gains.
Finally, self-assessment surveys administered to students asked
them to indicate their condence in acquiring particular skills. They
were also asked how highly they valued the dierent topics covered
in the intervention. The questions were designed carefully so that
they would not bias the answers [
13
]. Student responded on a scale
from 1 to 10, with 1 indicating "Strongly Disagree" and 10 indicating
"Strongly Agree." The same self-assessments were administered on
the rst and last days of the camp for comparison purposes.
4 RESULTS AND DISCUSSION
Research Question 1: Pre-post-test analysis for Learning Gains.
A two-tailed t-test was conducted to test for signicance in learning
gains from pre- to post-test. Table 3 reports the pre- and post-test
scores along with the computed p-scores and the eect sizes (Co-
hen’s d measure). Overall, students had signicant learning gains
(
p<
0
.
01), but the eect size of the overall learning gains was small
(0
.
26). The learning gains were signicant (
p<
0
.
01) for the CT
and the cybersecurity questions with moderate eect sizes of 0
.
42
and 0.33, respectively.
Students did not seem to improve on the networking questions;
on average, their scores from pre- to post-test did not change. It
is possible that the lack of improvement in the networking scores
could be attributed to a disparity between the concepts covered
in the intervention in comparison to what was on the test. From
our discussion with the students, it seems that they developed
an overly simplistic view of the networking concepts from the
materials presented to them and the tasks they performed during
the intervention.
Table 4 presents a more detailed analysis of the individual pre-
and post-test questions. The rows in blue text represent questions
where students showed an increase in the pre- to post-test scores,
and the rows in red text represent questions in which the students’
scores decreased or showed no change. Improvement was signi-
cant (
p<
0
.
01) with a large eect size (1
.
26) for the "Attack Type"
question. Improvement was signicant at the
p<
0
.
05 level, with
moderate eect sizes for the "Loops" (0
.
41), "Conditionals" (0
.
44),
and "Encryption vs. Decryption" (0
.
38) questions. The "Cryptogra-
phy Algorithms" question showed a signicant (
p=
0
.
01) decrease
from pre- to post-test, indicating a problem with how we discussed
that material with the students. These ideas were not specically
taught, and the terminology used in the question was not explicitly
discussed during the intervention. On the other hand, the Caesar
cipher was covered quite thoroughly through instruction during
the camp. In this case, the lack of a signicant learning gain may
be attributed to a ceiling eect. For the "Attack Type" question,
students understood that a described scenario with no relation to
robotics matched up with the Denial of Service attacks they had
been taught.
Research Question 2. Correlations between Intervention Task
Scores and Pre-Post-test Learning Gains.
We compare scores
on the individual project tasks against students’ pre-post-test learn-
ing gains to demonstrate the eectiveness of our intervention. Ta-
ble 5 displays the average scores and standard deviation for each
project. The nal cybersecurity project grade is displayed separately.
The relevant pre-post section or question scores are also listed as
average normalized changes (see equations in Section 3). To study
the relationships, we computed the Pearson product-moment cor-
relation coecient,
r
, between each project scores and the relevant
pre-post gain. It should also be noted that we only included the
pre-post results of students who had made an attempt at the project.
This number is denoted by n.
We rst analyze the "cat-and-mouse" game results. Out of the
38 students who completed the camp, we were able to nd saved
projects for this game at various stages of development for 31 of
them. It is impossible to say how much of the project the remaining
seven students completed. Therefore, we completely excluded them
from the calculations. There was a direct correlation between CT
concepts and the game task (high value of
r=
0
.
60 between game
score and CT pre-post learning gains). In fact, the high scoring
students also had high pre-post learning gains overall (moderately
high value of
r=
0
.
52 for this pairwise correlation). These results
can be seen graphically in Figure 2 after separating students into
"Complete", "Semi-Complete", and "Incomplete" groups based on
project performance, then comparing to pre-post-test results. This
is a clear indication that the CT-focused starter units are very im-
portant for success in overall learning during the intervention. In
the future, we will ensure students do not fall behind in these units,
as they form the core for all subsequent work.
For the autonomous robot driving project, we compared scores
with pre-post results on the question on loops for the
n=
33
students who submitted a project. Similarly to the previous game
project, ve students had no saved version of this project and are
excluded from calculations. It appears that there is only a very weak
positive correlation (
r=
0
.
05) between these two scores across all
students who completed the project. Those students who learned
and applied knowledge of loops successfully for this project did not
seem to perform noticeably better on this pre-post question than
their peers who used less ecient or incorrect approaches. Loops
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A Hands-On Cybersecurity Curriculum Using a Robotics Platform SIGCSE ’20, March 11–14, 2020, Portland, OR, USA
Category 0 points 1 point 2 points 3 points
Encryption
Only using basic level encryp-
tion
Incorrect attempt at using im-
proved encryption
Correctly using improved en-
cryption in some locations, or
incorrectly using improved en-
cryption in all locations
Completely and correctly using
improved encryption
Sequence num-
bering
No attempt at sequence number-
ing
Incorrect attempt at sequence
numbering
Correctly implementing se-
quence numbering but not for
all commands
Correctly implementing se-
quence numbering everywhere
Replay attack No attempt at a replay attack
Incorrect attempt at a replay at-
tack N/A
Completely correct replay at-
tack
Key changing No attempt at changing keys
Incorrect attempt at changing
keys
Slightly incorrect attempt used
in appropriate locations
Completely correct implementa-
tion used appropriately
Attack vulnerabil-
ities
Vulnerable to replay attacks,
overheard keys, and brute force
attacks
Vulnerable to two of those at-
tacks
Vulnerable to one of those at-
tacks
Not vulnerable to any of those
attacks
Table 2: Final Project Rubric - Cybersecurity Section
Section Pre Post P-Score Eect Size
average (SD) average (SD)
Overall 0.64 (0.17) 0.74 (0.14) <0.01 0.26
CT 0.70 (0.32) 0.84 (0.20) <0.01 0.42
Networking 0.60 (0.26) 0.59 (0.24) 0.89 -0.02
Cybersecurity
0.64 (0.22) 0.79 (0.18) <0.01 0.33
Table 3: Pre-Post-Test Results
Question Section Pre Post P-
Eect
Topic average average
Score
Size
(SD) (SD)
Loops CT 0.75 (0.28) 0.86 (0.23) 0.04 0.41
Conditionals CT 0.66 (0.48) 0.83 (0.30) 0.03 0.44
Overloading
the Network NET 0.51 (0.27) 0.51 (0.25) 1 0
Receiving Con-
rmation NET 0.68 (0.41) 0.67 (0.41) 0.86 -0.03
Cryptographic
Algorithms CYBER 0.87 (0.34) 0.71 (0.46) 0.01 -0.39
Attack Type CYBER 0.34 (0.48) 0.87 (0.34)
<0.01
1.26
Caesar’s Cipher
CYBER 0.87 (0.34) 0.89 (0.31) 0.71 0.08
Encryption vs.
Decryption CYBER 0.5 (0.51) 0.68 (0.47) 0.03 0.38
Table 4: Individual Question Results
are an important CT construct, so we will have to address this topic
in a more systematic way in future studies.
Finally, we discuss the nal project results in Table 5. One com-
parison involved just the cybersecurity section of the project as
compared to the pre-post cybersecurity results. Those two data
sets were weakly positively correlated (
r=
0
.
25), indicating a small
trend upward for students that were able to properly apply cy-
bersecurity concepts. On the other hand, our second comparison
between the overall project grades and the overall pre-post normal-
ized learning gain showed a very weak (
r=
0
.
08) correlation in the
positive direction.
Project
n Topic
Project
Score
Average
(SD)
Pre-Post
Gains
Average
(SD)
Correlation
Game 31 CT 5.69 (2.11) 0.46 (0.48) 0.60*
Game 31 Overall 5.69 (2.11) 0.23 (0.29) 0.52*
Square 33 CT - Loops 2.33 (1.14) 0.36 (0.61) 0.05
Final 38
Cybersecurity
8.05 (2.32) 0.39 (0.45) 0.25
Final 38 Overall
23.07
(3.36) 0.25 (0.29) 0.08
* indicates result is statistically signicant
Table 5: Selected Project Results
Figure 2: Students are sorted into categories depending on
their game scores. The average normalized change in CT and
overall results from the pre-post-test is calculated and dis-
played along the y-axis for each category.
Research Question 3: Student Interest and Self-Ecacy.
In
the self-assessment surveys conducted before and after the inter-
vention, we found students’ responses to be generally positive.
Their self-ecacy in the CT and networking topics improved as
a result of the intervention. This provides a contrast between our
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test-based assessments and student self-assessment for networking.
Two questions specically related to networking - "I understand
what computer networking is" and "I use networked applications
on a daily basis" - saw signicant positive gains in self-ecacy
(
p<
0
.
001). Another question that asked if students recognized
that they use network messaging applications daily also saw sig-
nicant gains (
p=
0
.
005). This does not provide clarity between
the disparities of what was taught and what was tested. However,
it does point to a simplistic student understanding of network-
ing concepts while further indicating a need for more applicable
knowledge.
Other key areas of growth included recognition of computer
scientists and the importance of their professional work, as well as
distributed computing skills gained from working specically on
related projects. In contrast, we saw no growth among students for
the following statements: "I am interested in computer science" and
"I am interested in a career that involves computer programming".
These issues will have to be probed in greater detail in future work.
Statement Pre Post P-Score
I understand the types of projects that com-
puter scientists work on and the skills they
use in their careers
5.65 7.24 <0.001
Computer scientists play an important role
in solving many of the global challenges we
face today
8.46 8.92 0.030
I understand what computer networking is 5.54 7.65 <0.001
I use networked applications on a daily basis
7.54 9.03 <0.001
I regularly use applications that send or re-
ceive network messages on a daily basis 8.59 9.38 0.005
I know how to build a distributed application
3.11 6.49 <0.001
Table 6: Selected Survey Results
Limitations of current study.
Many topics that were covered
during the camp were not tested due to the limited time that was
allocated for these tests. Lists, variables, custom blocks, events,
message passing (in a more explicit way), dierent types of blocks
(reporter, command, etc.), programming eciency, Unicode, binary,
and replay attacks are all areas that were not included in the tests
this summer but could potentially be included in the future. In
addition, we can include formative assessments with our units
to facilitate self-assessment by the students, thereby providing
mechanisms for them to overcome their diculties with certain
concepts and become better learners.
For networking, improvements could be made by introducing a
visual representation of how the commands are passed from (for
example) user to robot, along with a better theoretical framing of
the subject as opposed to the more implicit current structure. Key
networking concepts such as message latency, delivery failures,
types of networks, and networking protocols could be introduced
to students in an interesting way with the help of our robotics
platform. We plan to create a specic networking curriculum to
encompass these ideas, and we expect that this would reproduce the
strong self-assessment results while helping students show more
improvement in applying their knowledge of this domain.
Looking at some other responses from the post-camp survey, a
few areas stand out. Almost half of respondents cited issues with
communication between themselves and their robots or between
each other during collaboration, with comments such as “Server
not always reliable; blocks of script known to work in Scratch did
not yield the same results (or any at all); problems with saving or
editing” and “We had trouble collaborating using NetsBlox which
made it challenging to code the robots. The program would often
not let one person edit and would show dierent versions of the
same project to dierent people.”
Additionally, many students took issue with nding the blocks
they wanted to use at any particular time. Comments such as “It
(NetsBlox) was somewhat confusing to use, and I didn’t always un-
derstand exactly how to set the blocks up in a way that would make
my code work.” support this, along with many students requesting
features such as help sections for the blocks or a search bar to more
easily locate them. These features are already present in the system,
but they were not always mentioned to students.
5 CONCLUSIONS AND FUTURE WORK
Overall, our results indicate that a hands on robotics platform con-
nected to a BBPE helps K-12 students learn basic CT and cyber-
security concepts while also keeping them engaged and retaining
their interest in computing. There is also evidence to suggest that
some of the initial projects, particularly the "cat-and-mouse" game,
helped students develop their basic CT skills, which made it easier
for them to go through the more dicult parts of the curriculum.
It also helped students who had lower levels of prior knowledge
catch up with the class.
Despite these promising results, many improvements can be
made to the intervention, some of which we have already discussed
as limitations in the previous section. In the future, we plan to spend
more time in giving students an understanding of the theoretical
concepts in networking and cybersecurity. More learning opportu-
nities can be created by providing feedback that help students reect
on their projects at the end of each unit. Formative assessments
should also provide students with more learning opportunities.
We are interested in implementing our system on dierent hard-
ware platforms. Less costly robots, drone systems, or simulation-
based options can be assimilated into our framework to increase
deployment in K-12 school settings. Additionally, there is some
space to branch out into collaborative problem solving with robots.
Cheaper robots would make it an easier to provide multiple robots
to a group or even an individual, and they could then develop pro-
grams that implement cooperative problem solving by the robots.
We also plan to work with teachers on implementing variations
of our curriculum in classroom settings for middle and high school.
Some of the teachers we worked with this summer expressed con-
cern that their wireless networks - or even general computer access
- may not be suitable for supporting our curricular tasks in their
current form. While simulation-based work is one option, there can
also be value in designing an oine executable environment for
students to develop and test their algorithms before they implement
them on physical robots. Finally, an automated grading or feedback
generation system [
15
,
18
] would be a useful supplement to our
current selection of example projects and rubrics, both to reduce
the load on teachers and to detect bad programming habits.
Paper Session: Paper Security B
SIGCSE ’20, March 11–14, 2020, Portland, OR, USA
1045
A Hands-On Cybersecurity Curriculum Using a Robotics Platform SIGCSE ’20, March 11–14, 2020, Portland, OR, USA
6 ACKNOWLEDGEMENTS
This material is based in part upon work supported by National Se-
curity Agency Science of Security Lablet H98230-18-D-0010 and Na-
tional Science Foundation grants CNS-1644848, CNS-1521617, and
DRL-1640199. Any opinions, ndings, and conclusions expressed
in this material are those of the author(s) and do not necessarily
reect the views of the US Government.
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Paper Session: Paper Security B
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1046