STUDENT DASHBOARD* FOR HANDS-ON EXPERIENCE IN LABS AND SCENARIOS
The student dashboard was profoundly renovated. Students are now able to access the CYBERIUM simulator at any point throughout the entire training process - the theoretical part, as well as the hands-on (scenarios and labs) part. The dashboard is a widget displayed on the student’s screen when the student logs-in the Trainer. The dashboard allows participants to chat and share information with each other via the Chat icon, which will light up when a new message is received. The lab flask icon enables the student to access class materials and hands-on labs. Once a scenario is assigned to the student, the lab flask icon will change to a shield icon.
The Monitoring Display is a tablet-based screen that allows the trainer to view each student’s screen, statistics, and scores. This information allows the trainer to note the strengths and weaknesses of every student.
The Operator Display is a live-score screen where the trainer is able to see each students’ progress during each scenario and compare the standing of different students as they work through the tasks.
EVALUATION SYSTEM: MISSION REPORT
The Mission Analysis report slides display general information, such as the duration of the scenario, the scenario’s level of difficulty, and the unit name. The rest of the slides display the students’ scores for each of the missions required to complete the scenario and include the average score for each mission, the top five students, and the distribution of student scores into low, medium, and high levels for the mission.
EVALUATION SYSTEM: UNIT REPORT
EVALUATION SYSTEM: STUDENT REPORT
The slides of the Unit report display information about the unit itself, such as the total number of students, completed scenarios, the students ranking in the unit, and the distribution of the missions between defense, offense, and monitoring.
Student reports display information on each student for each scenario, including the rank of the student within the group, the number of mistakes made, the time taken for each mission compared to the average time for that mission, the total time, the total number of errors, the final score for each/a scenario, and the student’s comparative performance on each mission.
The slides following the individual student reports show the best scores in three categories: the shortest time, a minimum number of errors, and the highest score.
Finally, the overall comparison of all students is displayed as well as the top three students.
UNLIMITED PARALLEL CLASSES*
Saves individual student progress, using very little disk space. Save up to 94% disk space.
CYBERIUM ARENA cutting-edge technology allows unlimited use of labs and scenarios.
Create additional scenarios and give your team unlimited training practice.
Systems are being generated automatically, allowing the trainer to set a different environments for the trainees.
A unique environment for extra hands-on practice.
Network traffic is being generated according to the scenario.
THE WORLD OF CYBER
The CYBERIUM ARENA is built to support any kind of cyber-training. ThinkCyber’s biggest advantage is the ability to provide the FULL PACKAGE in the cyber-security world: training, training materials, and real-life scenarios.
ThinkCyber has created over 40 training programs, custom-made for different clients in order to support specific needs. ThinkCyber offers White-Team, Blue-Team, and Red-Team training.
In the world of information security and cyber warfare, cybersecurity professionals are typically assigned to one of three teams: White-Team, Blue-Team, and Red-Team. White-Team is the first step into the cyber-world focusing on monitoring and Incident Response (IR). Blue-Team are the defenders. They continually attempt to harden security around and within the company's data systems and networks - even when no testing is going on. They can also act as an active part of the defensive systems when the Red Team is attacking. Red-Team are the attackers. Red-Team members are adept at all forms of digital attack, as well as social engineering and other methods to find ways to break into the systems of a company. They let the company feel secure in the knowledge that nothing was held back in the testing.