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Barbara Endicott-Popovsky, V. M. Popovsky, and Deb Frincke, IEEE Member
At the 7th
Annual CISSE conference, 2003, a case study was presented regarding adding
information assurance to the curriculum of a small private university in the
Pacific Northwest with only a moderate budget and without hiring additional
permanent faculty. In this paper, we continue to describe the evolution of that
curriculum, this time describing the challenges of finding the best way to teach
computer forensics, a cross-discipline subject that requires not only technical
expertise, but an understanding of the relevant legal and evidence-collecting
guidelines that govern a computer forensics investigation. This paper discusses
strategies used to design a computer forensics course that combines all of the
necessary elements in a way that actively engages students in their own
learning. Using resources available within the community and building the course
around a business game, the school was able to launch an enthusiastically
received course. Central to the curriculum, the business game allowed students
to learn while simulating a real world criminal investigation culminating in an
actual courtroom where students used the products of their investigations to
testify as "expert witnesses." The original stimulus to create this
course came from an NSA Center of Excellence (University of Idaho) sponsored
Computer Forensics Workshop that encouraged universities with an information
assurance track to introduce courses in Computer Forensics. The lessons learned
from this effort could prove useful to other universities contemplating similar
attempts. |
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I. IntroductionResponding to demand, Seattle University developed an information assurance program during academic year 2003-2004 designed to meet demands of students seeking new skills and businesses (many of which are major software developers and e-commerce institutions located in the greater Puget Sound area) seeking skilled computer security specialists. The program targets senior, undergraduate, computer science students and graduate students in a Masters of Science program in Software Engineering. Courses in the program are offered as electives for undergraduates and a specialty track within the Masters program for graduate students.
Barbara Endicott-Popovsky, Lecturer, Seattle University;
V. M. Popovsky, Affiliate
Professor, School of Education, Department of HPERD, University of Idaho;
Deb Frincke, Associate
Professor, Computer Science Department, University of Idaho Pre-requisites for the Computer
Forensics course were either an Introduction to Computer Security course, which
maps to NSTISSI Standard 4011, or considerable experience with networks. Seattle University's information
assurance program is unique in the Puget Sound area where nothing similar
currently exists. With this new program, the school anticipates attracting new
students, in addition to serving former alumni. Through the development of a
business advisory committee for the program, the school also expects to attract
a new pool of students drawn from companies represented on the committee. In addition, the program is
consistent with the educational mission of Seattle University and the school's
commitments to education for values and service learning. It provides a natural
synergy with Seattle University's Law School and the Ethics Program in the
Albers Business School. The first attempt at collaboration among the schools was
the initial course in Computer Forensics offered in Spring of 2003. The balance of this paper deals with how that course was conceived and developed, using resources from a variety of disciplines and walks of life to deliver a realistic and meaningful learning experience. II. Pedagogical BasisConventional pedagogy involves delivering information in the stand-up lecture mode accompanied by forced learning techniques such as "cramming" for exams. A more effective approach seeks to inspire active student learning through academic simulations known as "business games." This approach has been implemented in education relatively recently. Fifty years ago, it was introduced in military schools and has since become one of the learning forms of education in leading colleges and universities around the world. [1, 2] A. Business GamesBusiness games are designed to bring students into the circumstances that they will face in the future as professionals. Effective games meet educational objectives for developing creative thinking skills about a subject, as well as practical knowledge. A successful game inspires students to do independent research into the subject in question. It prepares graduates for the dynamic and intensive experience of modern business, getting them ready to solve the kind of ongoing and unpredictable professional problems they will inevitably face. [2, 3] B. Planning a Business GameA pedagogical business game should imitate real professional situations that demand immediate problem solving and allow students to model real business practices. In creating an appropriate game, instructors should follow these steps [3, 4]:
The above steps were followed in designing a business game for a Computer Forensics course offered at Seattle University during the Spring of 2003. The game threaded through the entire ten-week course culminating in a dramatic end-of-course role play. The course is described next, beginning with a discussion of how the game was conceived and designed. III. Computer Forensics CourseThe course drew on multi-disciplinary resources unique to the school--a law school, an ethics track in the business school, a computer science program and the Jesuit tradition of the university. The course was designed to inspire student involvement and independent study. Using a business game as the basis for the learning process emerged as the best way to gain this kind of student response. A. Computer Forensics GameWorking with a volunteer
who was a retired Federal prosecutor, the game script was devised and resources
recruited to support its development. Those activities are described below 1. Game Script and Business ConditionsThe game was built
around an actual computer intrusion investigation. Working with professionals in
the community, a case was selected that became the backbone for the course. The following selection criteria were used to identify an appropriate scenario:
The retired federal
prosecutor identified an actual case in the public domain that met the above
criteria. The systems administrator who documented the intrusion agreed to guest
lecture. The case began with "discovering" the intrusion and culminated in a
courtroom exercise where students gave "expert testimony" developed from their
forensic analyses. The court proceedings were designed to be realistic. The Law
School courtroom was reserved and commitments were gained from a sitting
Superior Court Judge who agreed to preside, along with two attorneys who agreed
to argue the prosecution and defense sides, respectively. Weekly course topics stepped through the progression of a case. Reading materials, homework assignments and discussion topics aligned with each week's learning objectives. Evidence development for the courtroom exercise built from week to week. 2. CompetitionTo stimulate excellence, a competition was devised.
Students worked in teams of 3 to 5. Each team developed its own forensic
investigation and courtroom exhibits and selected one member to be the
"expert witness." A "jury" was drawn from the rest who were
polled for their opinions on the effectiveness of each witness. A post mortem
afterward allowed students to receive feedback from the legal professionals
running the mock courtroom. Video cameras recorded the proceedings, providing
additional feedback on student performance, which served as an added incentive
to do their best. 3. Specific Knowledge and SkillsTo participate successfully, students were required to draw
on their new knowledge of computer forensics. Readings and hands-on assignments
helped students develop skills for analyzing and interpreting network logs and
files retrieved from hardware disks. 4. Practical ProblemThe game addresses one of the most difficult practical
problems faced by computer forensics investigators--explaining what they have
done to track a perpetrator in terms a lay jury can understand. The courtroom
exercise forces students to grasp becoming an effective expert witness. First,
students must master the concepts of the course. Then they must
"educate" their assigned prosecuting attorneys and learn how to
survive questioning by the defense. 5. Game ManagementThe instructor, volunteer attorneys and law students guided
students' preparation to testify. Testimony summaries and courtroom exhibits
were created by each team and scrubbed several times. Practice at fielding
questions was conducted before court was held. Every opportunity was taken to
prepare students for the experience and coach them through the process. 6. Game EvaluationOnce completed, the game was evaluated based on student preparedness and the results of a student survey at the end of the course. B. ContentCourse content was drawn from computer science, the
forensic sciences, law, investigative techniques and ethics. It was organized
into three categories: data storage and network fundamentals; security,
management and forensics; and law and ethics. Upon successful course completion,
students were able to do the following: Data Storage and Network Fundamentals:
Security, Management, and Forensics:
Law and Ethics:
1. Community Resources Additional professionals were used as guest speakers
throughout the course. These included members of local law enforcement, local
forensics investigators, as well as the systems administrator who had
experienced the break-in used as the case. 2. TextbooksTwo textbooks were adopted:
3. Teaching ResponsibilitiesA full time faculty member from Seattle University's
Computer Science Department assumed primary responsibility for teaching the
course. However, with the need to teach a significant amount of law, the retired
Federal prosecutor participated in teaching those portions of the course and
assisted with designing and administering the mock court exercise. C. Lab ExercisesStudents were given lab exercises that could be accomplished on their home computers.
Table 1. Lab Assignments
1.
The Development of the Case
By mastering the skills gained in these exercises, students
prepared to develop their testimony. The case progressed week by week, with
successive speakers helping to develop it. The systems administrator opened the
course, presenting the symptoms of the attack as they first emerged. [7] He
discussed the results of the attack and how he recovered the compromised systems
in such a way that the evidence was preserved properly in the event the case
went to court. This was a good object lesson The second week the FBI was "called in" to
investigate. They presented the case for involving law enforcement and discussed
how a criminal investigation would proceed. The following week, students were
presented with the laws and legal procedures that constrain an investigation.
While students were learning the legal background they conducted their social
engineering experiments and audited their own PC's. The next three weeks were devoted to learning disk and
network forensics techniques. Several forensics investigators spoke to the class
and students did their forensic assignments. During the remainder of the course,
students worked in teams preparing to testify. They were coached on 1) how to
become credible expert witnesses and 2)
how to develop courtroom exhibits. 2. The Mock Courtroom Exercise
Court was
conducted the last day of class, in lieu of a final exam. Each team's
"expert witness" testified to the evidence they had prepared. Grading
was based on the quality of the materials prepared by the team. The volunteer
prosecuting and defense attorneys conducted themselves as in a real courtroom.
The presiding judge swore in witnesses and ruled from the bench as he would in a
real case.
The experience was effective at mirroring real life.
The student teams prepared well, knowing that their grade was determined by the
quality of their preparation. Twelve of the remaining students participated as
jurors sitting in the jury box, listening to the proceedings. The balance of the
class was seated in the courtroom and watched the entire process.
The results were riveting. Although each student
team was investigating the same case, the presentations were different,
reflecting the creativity with which each team rendered the material
intelligible for a lay jury. Examples and metaphors were well thought out. At
the post mortem, students expressed their enthusiasm. More than one said this
was the best class they had taken during their studies at the university. They
learned a great deal and enjoyed the process at the same time.
II IV. Course Outcomes37 undergraduate and 6 graduate students completed the
course. Students were required to complete a student survey; the results follow.
Answers range from a high of 5 to a low of 1.
Table 2
Undergraduate Student Survey Results
Table 3
Graduate Student Survey Results The most significant score to Seattle University is the one
given for overall evaluation of a course. Undergraduates rated the course a 4.5
out of 5, while graduates rated the course at 4.9 out of 5. This is high
compared to other department courses, which usually range from 3.0 to 4.0. Based on the scores and student comments, the course was considered a success and has become a permanent part of the curriculum. As part of the permanent curriculum, additional measures of course success will be applied to future course evaluations. These include mappings of course objectives to course outcomes such as test scores and student assignments. Additional data will be collected during follow up surveys, post graduation, to determine if graduated students have found this course and/or the information assurance track valuable in finding good jobs or in advancing their careers. V. Lessons LearnedThe successful outcome for Seattle University's Computer Forensics course relied on resources provided by a variety of sources both inside and outside the university. Table 4 summarizes these resources and identifies their source and the contributions they provided the course.
Table
4: Sources/Resources Contributing to Course Success Developing a business game that threaded through the entire
course presented coordination challenges to the curriculum developer. Assembling
the resources required orchestration and a project management effort throughout
the term to ensure that everything went smoothly. Looking back, the volunteer commitment of the retired
Federal prosecutor was significant, about 10 hours a week during much of the
course. This goes beyond the typical guest lecturer who might be asked to
participate once or twice a quarter. As a result, it was determined that the
next time the course was offered, a half time adjunct faculty stipend would be
offered as compensation to anyone assuming responsibility for conveying the
legal perspective. Course results were excellent, but anyone attempting to
repeat this effort would be advised to develop a similar resource set. Careful
project planning and management are then required to keep the entire process on
track. In addition, team work-products created in support of the
final courtroom exercise proved an effective replacement for a final exam. It is
not uncommon for computer science courses to substitute a substantive
end-of-term team project for the final exam. The amount of work required in this
instance was considerable. Teams spent a minimum of 40 hours to develop
testimony summaries, courtroom exhibits and prepare their attorneys. They were
graded on the substance and quality of their work-products, rather than the
presentation of their selected witness on the witness stand. The former was
deemed a fairer assessment of individual student performance. These are lessons learned from this experience:
VI. Conclusions and Future WorkThe results of this experiment at introducing a computer
forensics course into the information assurance curriculum at Seattle University
were excellent as judged by student survey results. Students exceeded instructor
expectations in terms of preparing themselves for class, and the department
expanded its information assurance course offerings. In unsolicited emails,
students expressed their enjoyment and appreciation for a powerful learning
experience. Several were inspired to pursue information assurance careers and
related internships. The University now offers a concentration in information assurance in its Software Engineering Master’s program; its courses are NSA certified against NSTISSI standards 4011 and 4012. In addition, the school has received NSF funding for a computer forensics certificate program in collaboration with the University of Washington and Highline Community College. Three additional courses are planned--Advanced Disk Forensics, Host Forensics and Network Forensics. The experience and feedback from the course discussed in this paper will be used to design these additional courses |
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