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Description
Cyber operations are a complex sociotechnical system where humans and computers are operating in an environments in constant flux, as new technology and procedures are applied. Once inside the network, establishing a foothold, or beachhead, malicious actors can collect sensitive information, scan targets, and execute an attack.Increasing defensive capabilities through

Cyber operations are a complex sociotechnical system where humans and computers are operating in an environments in constant flux, as new technology and procedures are applied. Once inside the network, establishing a foothold, or beachhead, malicious actors can collect sensitive information, scan targets, and execute an attack.Increasing defensive capabilities through cyber deception shows great promise by providing an opportunity to delay and disrupt an attacker once network perimeter security has already been breached. Traditional Human Factors research and methods are designed to mitigate human limitations (e.g., mental, physical) to improve performance. These methods can also be used combatively to upend performance. Oppositional Human Factors (OHF), seek to strategically capitalize on cognitive limitations by eliciting decision-making errors and poor usability. Deceptive tactics to elicit decision-making biases might infiltrate attacker processes with uncertainty and make the overall attack economics unfavorable and cause an adversary to make mistakes and waste resources. Two online experimental platforms were developed to test the Sunk Cost Fallacy in an interactive, gamified, and abstracted version of cyber attacker activities. This work presents the results of the Cypher platform. Offering a novel approach to understand decision-making and the Sunk Cost Fallacy influenced by factors of uncertainty, project completion and difficulty on progress decisions. Results demonstrate these methods are effective in delaying attacker forward progress, while further research is needed to fully understand the context in which decision-making limitations do and do not occur. The second platform, Attack Surface, is described. Limitations and lessons learned are presented for future work.
ContributorsJohnson, Chelsea Kae (Author) / Gutzwiller, Robert S (Thesis advisor) / Cooke, Nancy (Committee member) / Shade, Temmie (Committee member) / Ferguson-Walter, Kimberly (Committee member) / Roscoe, Rod (Committee member) / Gray, Rob (Committee member) / Arizona State University (Publisher)
Created2022
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Description
This research aimed to analyze and ultimately understand the relationship between the four dimensions of the Technology Readiness Index (TRI) 2.0 (optimism, innovation, discomfort, and insecurity) when compared to self-efficacy and learning. The experiment design was a one-group pretest-posttest where a participant’s TRI 2.0 acted as a subject variable. This

This research aimed to analyze and ultimately understand the relationship between the four dimensions of the Technology Readiness Index (TRI) 2.0 (optimism, innovation, discomfort, and insecurity) when compared to self-efficacy and learning. The experiment design was a one-group pretest-posttest where a participant’s TRI 2.0 acted as a subject variable. This information was then correlated to changes in self-efficacy and content mastery (learning) from pre-/post-test scores pertaining to Google Sheets functions for introductory statistics. In-between the pre- and post-tests, a learning activity was presented which asked participants to analyze quantitative statistics using Google Sheets. Findings of this research demonstrated a statistically insignificant relationship between technology readiness and self-efficacy or learning. Alternatively, significance was observed in changes from pre- to post-test scores for both learning and self-efficacy where a relationship was found between the degree to which participants’ content mastery and self-efficacy change before and after a computer-supported learning activity is assigned. These findings directly contribute to current understanding of how and why individuals can effectively learn and perform in computer-supported learning environments.
ContributorsCervantes Villa, Sabrina Marie (Author) / Craig, Scotty D. (Thesis advisor) / Donner, Jodie (Committee member) / Roscoe, Rod (Committee member) / Wylie, Ruth (Committee member) / Arizona State University (Publisher)
Created2022
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Description
The relationship between video games and education is something that has been studied extensively in academia. Based upon these studies a new concept was created, gamification. Gamification is the next step in video game research to analyze why video games enhance learning. The interest and research into this concept have

The relationship between video games and education is something that has been studied extensively in academia. Based upon these studies a new concept was created, gamification. Gamification is the next step in video game research to analyze why video games enhance learning. The interest and research into this concept have developed so much so that it has become its own topic area for research. This study is looking to analyze the effect that gamification has on not only learning, but also self-efficacy. Through a choose your own adventure game, the knowledge and self-efficacy of participants will be examined to observe the differences when learning difficult engineering concepts with and without gamification. It is expected that participants that experienced training through gamification will demonstrate deeper learning and higher self-efficacy than trained through a video. Furthermore, it is anticipated that some video trained participants’ self-efficacy will increase; however, their comprehension will be less than participants trained through gamification. The results of this study can help promote the interest in researching gamification and education, while influencing educators to corporate gamification elements when designing their courses. Moreover, this study continued through adaptation and integration into a statics forces class, investigated if the same results can be found within a classroom setting.
ContributorsKanechika, Amber (Author) / Craig, Scotty (Thesis director) / Roscoe, Rod (Committee member) / Engineering Programs (Contributor) / Barrett, The Honors College (Contributor)
Created2020-05
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Description
ASU’s Software Engineering (SER) program adequately prepares students for what happens after they become a developer, but there is no standard for preparing students to secure a job post-graduation in the first place. This project creates and executes a supplemental curriculum to prepare students for the technical interview process. The

ASU’s Software Engineering (SER) program adequately prepares students for what happens after they become a developer, but there is no standard for preparing students to secure a job post-graduation in the first place. This project creates and executes a supplemental curriculum to prepare students for the technical interview process. The trial run of the curriculum was received positively by study participants, who experienced an increase in confidence over the duration of the workshop.
ContributorsSchmidt, Julia J (Author) / Roscoe, Rod (Thesis director) / Bansal, Srividya (Committee member) / Software Engineering (Contributor) / Human Systems Engineering (Contributor) / Barrett, The Honors College (Contributor)
Created2019-05