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Synthesis: Innovative practice paper examining the integration of technology-enhanced tabletop exercises into cybersecurity curricula. Addresses the gap between professional TTX practice and university adoption, presenting lessons learned from implementation in computing education contexts.

Key Findings

  • A web application (IXP) was designed to automate exercise delivery and enable data-driven evaluation of tabletop exercises (TTXs).
  • Unlike traditional pen-and-paper TTXs, IXP automatically delivers scenario updates, facilitates team discussions, and collects interaction data for automated assessment.
  • The approach enhances realism, reduces instructor workload, and offers actionable insights into student learning behaviors.
  • Automated data collection enabled analysis of team performance, communication patterns, and decision-making processes across 25 TTXs delivered from October 2024 to March 2026.
  • Post-exercise feedback from trainees and instructor observations indicate improved student engagement and collaboration, and faster feedback compared with traditional teaching methods.

Study Design & Method

A cybersecurity tabletop exercise is a conversation between participants responsible for fulfilling a variety of roles during a cybersecurity incident. The paper describes the design, delivery, and evaluation of 25 TTXs using the IXP platform from October 2024 to March 2026. The exercise lifecycle — planning, development, delivery, and post-exercise reflection — structures the lessons learned, which include recommendations for realistic, well-thought-out scenarios and for instructor support during the exercise. Although the recommendations are grounded in cybersecurity, the authors argue they are not domain-specific and can be used for digital TTXs in other areas.

What this means for practice

  • Instructors. Instrument the exercise before the first run so milestone timing, team decisions, scoring, and communication are captured as a byproduct of delivery rather than reconstructed afterward.
  • Instructors. Protect a structured debrief as a required phase: trainees in these exercises consistently wanted more debrief time than the schedule allowed, and the authors warn that the collected data goes unused without a facilitator who surfaces disagreement.
  • Designers. Start from realistic, well-thought-out scenarios and plan for instructor support during delivery — the two lessons the authors single out as decisive across the exercise lifecycle.
  • Designers. Accept the automation trade-off: on-demand exercises scale to hundreds of participants only if every evaluated element can be scored automatically, which pushes scenarios toward multiple-choice questionnaires and away from open-ended artifacts.
  • Instructors. Reuse the platform and existing trainee accounts across successive exercises so team performance can be compared between runs instead of rebuilding materials each term.

Limitations

  • The evidence is 25 exercises with 743 participants delivered on the authors' own IXP platform, so platform effects cannot be separated from instructional design.
  • The study is a system development and case study paper: feedback came from post-exercise questionnaires and instructor observations, with no comparison against paper-based tabletop exercises and no measured learning outcome.
  • The courses span many local contexts, including one course run over two years, a summer school, and a remote two-country exercise, so the 24 lessons learned are practitioner experience rather than a controlled comparison.
  • The digital format changes the comparison standard, since trainees judge a digital exercise against polished applications rather than against other tabletop exercises.

Citation

Jan Vykopal, Pavel Čeleda, Martin Horák, Valdemar Švábenský (2026). Technology-Enhanced Tabletop Exercises for Cybersecurity Education: Lessons Learned.

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