Playing the gamified security modules raised students' self-reported confidence and understanding of online security¶
Claim · All claims
Evidence · 1 study · designr2·q2
Currency · newest study 2025 · not yet checked against its sources · not reviewed by a person
Subclaims¶
Reading the evidence codes
q is the design tier, i the impact, n the sample, and the kind with its r
the rigour judged within that kind: what each code means.
This claim: no standardized effect is recorded in observations/ for it yet, so no benchmark reading is possible.
q2 i? 90% of general students (45/50) agreed or strongly agreed they felt more confident in avoiding security risks after playing, and 78% (39/50) said the game helped them better understand how to stay secure online. → Bingjun Li 2025
Evidence¶
Bingjun Li 2025¶
Bingjun Li, Christopher Buzaid, Weihao Qu. (2025). Security Education in Higher Education through AI-Powered Gamification. Journal of Cybersecurity, Digital Forensics and Jurisprudence. https://doi.org/10.65879/3070-5789.2025.01.07
q2 · i? · design · r2
Self-report items Q1 and Q2 on perceived learning and self-efficacy in the 50-student post-gameplay questionnaire. The article reports "90% of students (45/50) agreed or strongly agreed" on confidence and 78% on understanding; these are descriptive percentages with no effect size or test.
"90% of students (45/50) agreed or strongly agreed that they felt more confident in avoiding security risks after playing the game."
Discussion¶
Related Claims¶
- After gamified security training, female students gave more positive confidence and format-preference ratings than male students (descriptive survey percentages, no inferential test) — a narrower finding that bears on this claim
- Educators reported that LVN-selected strategies supported student engagement, content knowledge, confidence, and collaboration — related
- College students overwhelmingly prefer short, mobile-friendly gamified security training over long desktop training or videos — related
- In a prior comparative evaluation, gamified phishing-detection modules produced better learning effects than Mimecast training — related
Page metadata
| Field | Value |
|---|---|
type |
claim |
id |
gamified-security-games-confidence-understanding |
title |
Playing the gamified security modules raised students' self-reported confidence and understanding of online security |
description |
Playing the gamified security modules raised students' self-reported confidence and understanding of online security |
status |
review |
evidence_strength |
moderate |
newest_evidence |
2025 |
generated |
by process:wiki-ingest on 2026-10-10 |
trust |
unverified — no one has confirmed this page's content |
sources |
1 — bingjun-li-2025 |
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