Cyber Range Scenario Design

Brno University of Technology

Dates of the course

Application submission:
30. 7. 2026 – 25. 9. 2026
Start:
01.10.2026
End:
26.11.2026
Venue:
Fakulta elektrotechniky a komunikačních technologií, Technická 3058/10, Královo Pole, 61600 Brno 16
Course fee:
210.00 EUR

I am interested in the course

Overview:

Brno University of Technology

Faculty of Electrical Engineering and Communication

Field of study:
Information and Communication Technologies n.e.c.
Number of credits:
3
Course length:
78 hours
Assessment type:
Project work, Written examination, Oral examination
Teaching language:
English

Course description:

The module aims to introduce participants to the procedures for designing and implementing game scenarios for cyber range platforms, so that they can design and create their cybersecurity game scenarios for different target groups (different difficulty or application use cases). The module includes a practical part in which participants will learn the practical implementation of a game scenario into the BUTCA (Brno University of Technology Cyber Arena) platform.

Course content:

This MC module carries a workload of 3 ECTS, corresponding to a total study load of 78 hours. The module consists of a total of 6 online lectures (12 hours). As part of distance learning, participants will work on practical exercises in the form of laboratory tasks in BUTCA (12 hours). The correctness of distance learning procedures can be verified through online consultations. The module also includes work on a semester project developed in a group of 3-4 participants (40 hours). The goal of this project is to design and implement new game scenario in the BUTCA platform. The remaining time is allocated to exam preparation (12 hours) and the exam itself (2 hours). The list of lectures is given below. The individual lectures logically follow each other.

Lecture 1 - Gamified Cyber Security Training: This lecture provides an introduction to gamification in cyber security training, its principles, needs, benefits, requirements and possible career pathway. Participants will learn why and how gamification and scenario design are pedagogically effective. They will be introduced to basic cybersecurity training providers e.g., SANS, EC-Council, Offensive Security, available cyber security contests, pentesting labs and vulnerable boxes. Participants will also be introduced to basic terms such as InfoSEC color wheel, bug bounty, CTFs and cyber ranges. Finally, participants will learn ethics in cybersecurity training, covering responsible disclosure, simulation realism, and unintended harm.

Lecture 2 - Cybersecurity Fundamentals: This lecture provides basic content on the fundamentals of cybersecurity. Participants will learn about basic cybersecurity vulnerabilities and attack vectors. They will also gain hands-on experience working with core cybersecurity tools such as Kali Linux, Metasploit, Splunk, ELK Stack, Wireshark, Snort, and Suricata. With MITRE ATT&CK, participants will learn how attackers really work—their goals (tactics), tools, and methods (techniques), and how they persist in networks.

Lecture 3 - Methodology and Trends in Scenario Design: This lecture provides a strategic overview of scenario design for cyber exercises, emphasizing methodologies that drive realistic, impactful training experiences. Participants will learn to structure scenarios that reflect contemporary threat landscapes, integrating technical, operational, and strategic dimensions to prepare teams for complex cyber challenges. Participants will learn how to choose from the different exercise formats, understand the trends, addressing target audience maturity, realism, gamification and evaluation aspects.

Lecture 4 - Capture the Flag Concepts & AI/ML: This lecture will discuss CTF concepts and platforms e.g., CTFd.io. Participants will learn about the design and deployment of CTF and Vulnerable Box Challenges. In addition, participants will learn about other automation tools suitable for the design of cyber rangers, including the possibilities of using Artificial Intellig

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