A serious game to promote self-efficacy regarding data privacy among secondary school students
Abstract Recent studies indicate that K-12 students lack competencies in data privacy and have low self-efficacy in this context. Related work has shown that serious games can potentially foster students’ self-efficacy through neutral feedback and individual progression. Therefore, a serious game called LetsProtectDATA was developed, where students play an employee in a company tasked with solving data privacy problems at their own pace, possibly enhancing their self-efficacy. Player experience and self-efficacy regarding data privacy were assessed in a quasi-experimental study with a pre-test, post-test, and control group design. Overall, 181 computer science students (female = 117, male = 63, other = 1) from six secondary schools participated in the pre-test and post-test. Students in the experimental group showed significantly higher self-efficacy regarding data privacy after the intervention, in contrast to students in the control group. Thus, indicating that LetsProtectDATA can foster students’ self-efficacy regarding data privacy. This easy-to-implement serious game can be implemented by other educators in formal and informal learning settings.
Authors
- Tobias Bahr (ORCID: https://orcid.org/0000-0002-0766-9992)
- Bernd Zinn (ORCID: https://orcid.org/0000-0003-0167-8238)
- Paula Kostron
Institutions
- University of Stuttgart (DE)
- Siemens (Germany) (DE)
Publication Details
- Journal
- Journal of Computers in Education
- Published
- 2025-12-04
- DOI
- https://doi.org/10.1007/s40692-025-00377-8
- Primary Topic
- Privacy, Security, and Data Protection
- Type
- article
- Field-Weighted Citation Impact
- 0.00
Funders
- Bundesministerium für Bildung und Forschung