Page 65 - Cyber Defense eMagazine September 2022
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Virtual training addresses the highly unique needs of our upcoming generations and leverages the many
            changes  in  our  society  that  have  taken  place  over  the  past  decade,  exacerbated  by  the  COVID-19
            pandemic.

            Using technology to allow virtual skills development takes advantage of the shift in our culture  - The
            Entertainment Software Association reports that Americans spend an average of seven hours a week
            playing online games with others.  At a time when only 5% of our high school students study computer
            science due to lack of funding and/or lack of set standards in cyber/computer science curriculum, this
            medium serves as a powerful, scalable conduit to students, including importantly those being left behind
            in these most basic skills, especially young women and students of color.

            According to the Pew Research Center, 95% of 13- to 17-year-olds have access to a smartphone, and a
            similar share (97%) use at least one of seven major online social platforms. The worldwide health crisis
            of 2020/21 has only fueled that number and validated technology as a viable, teachable medium, as well
            as prompted a renewed focus on increasing broadband coverage in rural areas.

            If there's one thing we've seen illustrated in the past two years, it's that those in regions of the country
            with lower broadband reach are disadvantaged when it comes to virtual education. Fortunately, we now
            have not only renewed focus and knowledge about that disparity, but there are also tools – some of which
            were used by public school systems around the country – to help counter that disparity and supplement
            broadband access.

            The U.S. military is already taking advantage of the use of technology and the mobile gaming trend.

            Indeed, one of the most revered workforces in the world uses gaming for tactical training, upskilling, soft
            skills, and for recruitment. "America's Army Proving Grounds" is the official game for the U.S. Army that
            lets players try out virtual missions and maneuvers that echo true-to-life Army scenarios.
            If  the  U.S.  Army  can  complete  ‘Missions  Impossible’  in  headsets,  the  cybersecurity/IT  industry  can
            employ interactive educational technology to help our next workforce generation develop real-world work
            skills through interactive, digital experiences that will engage with industry and expose users to existing
            opportunities.  Augmented  reality  can  also  be  used  as  a  more  cost-efficient  venue  for  training,
            apprenticeships, and stackable credentialing.

            The warm-body recruitment approach of today simply isn’t sustainable. To meet the crisis at hand in
            safeguarding our cyber defenses and repopulating our workforce in the process, focus needs to shift to
            the workforce pipeline – and thinking early in that workforce pipeline, starting in middle to high school.


            Our up-and-coming cyber workforce craves career awareness and ultimately, guided access to pathways
            and industry. Technology is the answer.

            Funding is needed to support broader computer science and cyber programing, in-class career learning
            driven by industry, and funding supported by the government, yes. But there also needs to be an open-
            minded approach to leveraging novel technology, both in and out of the classroom, as this is a digital
            generation that learns best via the ‘Internet of Things’ (IoT) and by doing things with their hands.







            Cyber Defense eMagazine – September 2022 Edition                                                                                                                                                                                                         65
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