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Gamification for the Win
or
How to Motivate a Workforce to
Learn New Skills
Josh Rykowski
@ryko212
Scott Hamilton
@funtimes_ninja
Zach McElroy
@ohai_ninja
Silent Partner
Background
• Josh
– Programmer
• Mainly Python
– Educator
• Passion for STEM
– Reviver of vintage
game systems
• You name it, I have
it…
• Scott
– Deer hunter
– Jack of all trades
• Sysadmin
• Infosec passion
• Bashfu ninja
• Python slinger
Why We Are Here…
...standing in front of you
We propose that you can utilize aspects of
gamification with principles of andragogy
(adult learning) to effectively motivate a
seasoned workforce.
Why Does This Matter?
• Job Scope Change:
– Options:
• Fire the current staff?
-OR-
• Train current current staff and maintain momentum
– Builds company morale
– Shows the employees that the company cares
Why Does This Matter? - cont.
• How to implement those changes:
– Rehash the old learning models?
• Lecture, PowerPoint, seminars, etc…
– Try something new
• Adult Learning Model - Andragogy
• Gamification
Adult Learning Model - Andragogy
Knowles 1980/1984
• Five Assumptions
– Self-concept
– Adult learner
experience
– Readiness to learn for
current role
– Orientation to
learning - immediacy
of application
– Internal motivation to
learn
• Four Principles
– Involvement in
planning of learning
– Experience provides
the basis for learning
– Relevance of learning
on current tasks
– Problem-centered vs.
subject-centered
Gamification
• Definition:
– The application of typical elements of game
playing to other areas of activity, specifically to
engage users in problem solving.
• Rules of play / Scoping
• Point scoring
• Leaderboard / Friendly competition
• Examples of gamification:
– Mobile device games
– Facebook games
Gamification cont.
• Principals we focus on:
– “I Orientation”
• user-centric
– “Learning Orientation”
• Acquisition of knowledge
– “Achievement Based Rewards”
• Explicit return on investment
– “Amusement Factors”
• Slight heckling
– “Knowledge Based”
• Either as outcome or in feedback
• Reference:
– http://journal.frontiersin.org/article/10.3389/fpsyg.2014.00014/full
Our Examples
• Codewarz
– Custom written
– Challenge based
programming
– Language agnostic
– Evil challenges
• varying levels
– Support System
• heckling
– Lessons learned
• User interface
• Hardware
• Challenges
Our Examples
• Cyberstakes(Borrowed)
– Various categories
• Binary Exploitation
• Forensics
• Cryptography
• etc….
– Custom challenges
– Support System
• Some hints provided
– Lessons learned
Industry Examples
• SANS Holiday Hack Challenge
• Microcorruption
– https://microcorruption.com/login
• JCTF(formally Joint Cyber Competition (JCC)
CTF)
Conclusions
Phase 1 - Andragogy + Gamification
Phase 2 - ?
Phase 3 - Profit
Questions?
• Josh Rykowski
• @ryko212
• ryko212@gmail.com
• Scott Hamilton
• @funtimes_ninja
• funtimes@codewarz.ninja
• Zach McElroy
• @ohai_ninja
• zach.mcelroy@gmail.com

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BSidesAugusta2016

  • 1. Gamification for the Win or How to Motivate a Workforce to Learn New Skills Josh Rykowski @ryko212 Scott Hamilton @funtimes_ninja Zach McElroy @ohai_ninja Silent Partner
  • 2. Background • Josh – Programmer • Mainly Python – Educator • Passion for STEM – Reviver of vintage game systems • You name it, I have it… • Scott – Deer hunter – Jack of all trades • Sysadmin • Infosec passion • Bashfu ninja • Python slinger
  • 3. Why We Are Here… ...standing in front of you We propose that you can utilize aspects of gamification with principles of andragogy (adult learning) to effectively motivate a seasoned workforce.
  • 4. Why Does This Matter? • Job Scope Change: – Options: • Fire the current staff? -OR- • Train current current staff and maintain momentum – Builds company morale – Shows the employees that the company cares
  • 5. Why Does This Matter? - cont. • How to implement those changes: – Rehash the old learning models? • Lecture, PowerPoint, seminars, etc… – Try something new • Adult Learning Model - Andragogy • Gamification
  • 6. Adult Learning Model - Andragogy Knowles 1980/1984 • Five Assumptions – Self-concept – Adult learner experience – Readiness to learn for current role – Orientation to learning - immediacy of application – Internal motivation to learn • Four Principles – Involvement in planning of learning – Experience provides the basis for learning – Relevance of learning on current tasks – Problem-centered vs. subject-centered
  • 7. Gamification • Definition: – The application of typical elements of game playing to other areas of activity, specifically to engage users in problem solving. • Rules of play / Scoping • Point scoring • Leaderboard / Friendly competition • Examples of gamification: – Mobile device games – Facebook games
  • 8. Gamification cont. • Principals we focus on: – “I Orientation” • user-centric – “Learning Orientation” • Acquisition of knowledge – “Achievement Based Rewards” • Explicit return on investment – “Amusement Factors” • Slight heckling – “Knowledge Based” • Either as outcome or in feedback • Reference: – http://journal.frontiersin.org/article/10.3389/fpsyg.2014.00014/full
  • 9. Our Examples • Codewarz – Custom written – Challenge based programming – Language agnostic – Evil challenges • varying levels – Support System • heckling – Lessons learned • User interface • Hardware • Challenges
  • 10. Our Examples • Cyberstakes(Borrowed) – Various categories • Binary Exploitation • Forensics • Cryptography • etc…. – Custom challenges – Support System • Some hints provided – Lessons learned
  • 11. Industry Examples • SANS Holiday Hack Challenge • Microcorruption – https://microcorruption.com/login • JCTF(formally Joint Cyber Competition (JCC) CTF)
  • 12. Conclusions Phase 1 - Andragogy + Gamification Phase 2 - ? Phase 3 - Profit
  • 13. Questions? • Josh Rykowski • @ryko212 • ryko212@gmail.com • Scott Hamilton • @funtimes_ninja • funtimes@codewarz.ninja • Zach McElroy • @ohai_ninja • zach.mcelroy@gmail.com