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As the demand for cybersecurity professionals increases, there is a persistent lack of diversity in the cybersecurity professional pipeline. A common means of diversifying CS related disciplines has been through informal learning. In this paper, we present a novel approach and early results from a multi-year project to design a video game to introduce underrepresented youth to cybersecurity concepts and build self-efficacy in the domain. We present an in-development game and four cybersecurity challenges developed for it. We then present data from iterative design sessions for one of these puzzles, and conclude by describing broader analysis of the other three puzzles, and next steps for analyzing the impacts of our GBL approach to cybersecurity equity.
Anthony Pellicone, University of Maryland
Presenting Author
David Weintrop, University of Maryland
Non-Presenting Author
Ekta Shokeen, University of Maryland
Non-Presenting Author
Peter Moon, University of Maryland
Non-Presenting Author
Diane Jass Ketelhut, University of Maryland
Non-Presenting Author
Michel Cukier, University of Maryland
Non-Presenting Author
Jandelyn Plane, University of Maryland
Non-Presenting Author