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Cyber Range Scenario Design

Key information

  • Application opening date: July 27, 2026
  • Next application deadline: September 25, 2026
  • Next course starts: October 1, 2026
  • Format: Fully online, asynchronous and synchronous
  • Course duration: 8 weeks
  • Language: English
  • Awarding Institution: Brno University of Technology
  • Delivered by: Brno University of Technology, POLITEHNICA Bucharest, CYBER RANGES
  • Certified by: Brno University of Technology
  • EQF Level: 6 / QF EHEA 1
  • ECTS: 3 ECTS (78 hours of total student workload, including 12 hours of synchronous online lectures and 66 hours of asynchronous self-directed learning).
  • Fees: €210

Microcredential Information

The module aims to introduce participants to the procedures for designing and implementing game scenarios for cyber range platforms, enabling them to design and develop cybersecurity game scenarios for different target groups and levels of difficulty. The module also includes a practical component in which participants will learn how to implement a game scenario on the BUTCA (Brno University of Technology Cyber Arena) platform.

Key Details

Approximate Total workload: 78 hours

The module is designed to fit around professional and personal commitments. All core content is available asynchronously for self-paced study, complemented by optional live sessions offered throughout the module.

The individual lectures logically follow each other:

Lecture 1 – Gamified Cyber Security Training

Lecture 2 – Cybersecurity Fundamentals

Lecture 3 – Methodology and Trends in Scenario Design

Lecture 4 – Capture the Flag Concepts & AI/ML

Lecture 5 – Introduction to BUTCA

Lecture 6 – Scenario Design in BUTCA.

The MC will be completed with an exam consisting of two parts, a test and a semester project defence. The final exam will be conducted online in the presence of instructors (at least two), with both microphone and camera turned on. The test contains 30 questions randomly generated from the MC module question bank. 5 random questions will be selected from each of the six lectures and corresponding practical exercises. The test contributes 50% to the overall exam score.

The semester project will be defended in a group, where individual members will present the results of their work and the contribution of individual group members to achieving these results.

The semester project defence contributes 50% to the overall exam score. To successfully pass the exam, it is necessary to obtain at least 50% of each part of the exam, i.e., min. 25 points from the test and min. 25 points from the semester project defence.

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Subjects covered

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 Intelligence (AI).

Lecture 5 – Introduction to BUTCA: This lecture aims to introduce participants to the Brno University of Technology Cyber Arena (BUTCA) platform. Participants will learn about the technological architecture of the BUTCA platform, its functioning, requirements and deployment options. Participants will also learn about the functional capabilities of the platform, the user graphical interface, the principle of operation of game scenarios, and how to incorporate real-time participant analytics.

Lecture 6 – Scenario Design in BUTCA: Within this lecture, participants will learn how to create new game scenarios in BUTCA, the resulting knowledge will lead to projects focused on developing new game scenarios in BUTCA. In the projects, participants will collaborate in groups, with one of the participants acting as the group leader coordinating the group, reporting on the progress, and results of the joint work.

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Learning objectives

Knowledge – The graduate can:

• define basic terminology in the field of cybersecurity, basic security vulnerabilities and attack vectors

• explain current methods and trends in game scenario design and their implementation

• describe the role of gamification in cybersecurity education by evaluating platforms like cyber ranges, bug bounty programs, and cybersecurity contests

• evaluate and adapt methodologies for designing cybersecurity training scenarios, integrating emerging trends and real-world attack behaviours.

Skills – The graduate can:

• design and implement a Capture The Flag (CTF) challenge using platforms like CTFd.io or BUTCA, incorporating vulnerable boxes and realistic attack scenarios

• develop an interactive cybersecurity game scenario within the BUTCA platform, leveraging twin scenarios to simulate attack and defence strategies

• independently create a new cybersecurity training scenario as a semester-long project in BUTCA, demonstrating the ability to synthesize game mechanics, attack tactics, and defensive strategies into an engaging learning experience.

Competence – The graduate can:

• think creatively and work independently

• plan and organize their own activities

• collaborate effectively within a team

• assess and address security requirements defined by the target group

• design training with an appropriate game-based scenario tailored to the needs of the target group.

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Module leaders

Name: Petr Dzurenda

Title: Dr.

Organisation:  Brno University of Technology

Dr. Petr Dzurenda

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Applications open
Hybrid Master's
Application deadline:
Friday, 11th September 2026, 22:00 CET
Course starts:
Monday, 28th September 2026
Course duration:
2 years | Hybrid (online + in-person intensives)
Course delivery:
Hybrid program
Certification:
ARACIS (Romania)-accredited masters's degree (120 ECTS)
Language:
English
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Applications closed
Microcredentials
Application deadline:
Friday, 25th September, 12:00 CEST
Course starts:
From October 2026 (application opens Monday, 27th July)
Course duration:
6-12 weeks depending on chosen course
Course delivery:
Online
Certification:
Official recognition of your completed learning outcomes and awarded ECTS
Language:
English
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