1. National CyberWatch Center. 2017. National CyberWatch Center Information Security Curricula Guide. https://www.nationalcyberwatch.org/resource/ curriculum-guide/. (2017). Accessed: 2018-03-27. National CyberWatch Center. 2017. National CyberWatch Center Information Security Curricula Guide. https://www.nationalcyberwatch.org/resource/ curriculum-guide/. (2017). Accessed: 2018-03-27.
2. Adrian Dabrowski Markus Kammerstetter Eduard Thamm Edgar Weippl and Wolfgang Kastner. 2015. Leveraging Competitive Gamification for Sustainable Fun and Profit in Security Education. In 2015 USENIX Summit on Gaming Games and Gamification in Security Education. Washington D.C. https://www.usenix. org/conference/3gse15/summit-program/presentation/dabrowski Adrian Dabrowski Markus Kammerstetter Eduard Thamm Edgar Weippl and Wolfgang Kastner. 2015. Leveraging Competitive Gamification for Sustainable Fun and Profit in Security Education. In 2015 USENIX Summit on Gaming Games and Gamification in Security Education. Washington D.C. https://www.usenix. org/conference/3gse15/summit-program/presentation/dabrowski
3. Tamara Denning Adam Shostack and Tadayoshi Kohno. 2014. Practical Lessons from Creating the Control-Alt-Hack Card Game and Research Challenges for Games In Education and Research. In 2014 USENIX Summit on Gaming Games and Gamification in Security Education. San Diego CA. https://www.usenix.org/ conference/3gse14/summit-program/presentation/denning Tamara Denning Adam Shostack and Tadayoshi Kohno. 2014. Practical Lessons from Creating the Control-Alt-Hack Card Game and Research Challenges for Games In Education and Research. In 2014 USENIX Summit on Gaming Games and Gamification in Security Education. San Diego CA. https://www.usenix.org/ conference/3gse14/summit-program/presentation/denning
4. Making group processes explicit to student