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.

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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

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article

A serious game to promote self-efficacy regarding data privacy among secondary school students

Tobias Bahr, Bernd Zinn, Paula Kostron
Journal of Computers in Education
Privacy, Security, and Data Protection
article

A serious game to promote self-efficacy regarding data privacy among secondary school students

Tobias Bahr, Bernd Zinn, Paula Kostron
article en

Abstract

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.

Journal of Computers in Education
University of Stuttgart (DE), Siemens (Germany) (DE)
Bundesministerium für Bildung und Forschung
Openalex Percentile: Top 52%
Privacy, Security, and Data Protection
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