  For undergraduate students of computing, learning to solve complex practical
problems in a team is an essential skill for their future careers. This skill
is needed in various fields, such as in cybersecurity and IT governance.
Tabletop exercises are an innovative teaching method used in practice for
training teams in incident response and evaluation of contingency plans.
However, tabletop exercises are not yet widely established in university
education. This paper presents data and teaching experience from a
cybersecurity course that introduces tabletop exercises in classrooms using a
novel technology: INJECT Exercise Platform (IXP), a web-based learning
environment for delivering and evaluating the exercises. This technology
substantially improves the prior practice, since tabletop exercises worldwide
have usually been conducted using pen and paper. Unlike in traditional tabletop
exercises, which are difficult to evaluate manually, IXP provides insights into
students' behavior and learning based on automated analysis of interaction
data. We demonstrate IXP's capabilities and evolution by comparing exercise
sessions hosted throughout three years at different stages of the platform's
readiness. The analysis of student data is supplemented by the discussion of
the lessons learned from employing IXP in computing education contexts. The
data analytics enabled a detailed comparison of the teams' performance and
behavior. Instructors who consider innovating their classes with tabletop
exercises may use IXP and benefit from the insights in this paper.
