,
Tiago Espinha Gasiba
,
Sathwik Amburi
,
Maria Pinto-Albuquerque
Creative Commons Attribution 4.0 International license
Cybersecurity incidents cause significant financial damage to organizations, making secure software development a critical industry priority. Although Rust offers strong memory safety guarantees, developers can still introduce security vulnerabilities through improper coding practices. In this paper, we present the preliminary design of a serious game for secure Rust coding training in an industrial setting. We investigate real-world Rust vulnerabilities, map (five of) them to CWEs, and propose challenge scenarios alongside a structured evaluation protocol for validation by industry security experts. Our design incorporates defense-oriented coding tasks, a three-level AI-powered hint system, and automated backend evaluation, grounded in established pedagogical principles such as situated learning and cognitive load management. This work provides a foundation for future implementation and empirical evaluation of learning outcomes with professional software developers.
@InProceedings{dabreu_et_al:OASIcs.ICPEC.2026.16,
author = {d'Abreu, Frederico and Espinha Gasiba, Tiago and Amburi, Sathwik and Pinto-Albuquerque, Maria},
title = {{Catching What the Borrow Checker Can't: Towards Serious Game-Based Security Training for Rust Developers}},
booktitle = {7th International Computer Programming Education Conference (ICPEC 2026)},
pages = {16:1--16:8},
series = {Open Access Series in Informatics (OASIcs)},
ISBN = {978-3-95977-443-7},
ISSN = {2190-6807},
year = {2026},
volume = {145},
editor = {Portela, Filipe and Matos, Lu{\'\i}s and Guimar\~{a}es, Tiago},
publisher = {Schloss Dagstuhl -- Leibniz-Zentrum f{\"u}r Informatik},
address = {Dagstuhl, Germany},
URL = {https://drops.dagstuhl.de/entities/document/10.4230/OASIcs.ICPEC.2026.16},
URN = {urn:nbn:de:0030-drops-267535},
doi = {10.4230/OASIcs.ICPEC.2026.16},
annote = {Keywords: Rust, Secure Coding Training, Secure Software Development, Serious Games, Gamification, Industry}
}