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15 January 2026

Game On: A Developmental Approach to UNSW Cyber Escape Room for Cybersecurity Governance and Policy Education

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1
Canberra School of Professional Studies, UNSW Canberra (University of New South Wales), Canberra, ACT 2601, Australia
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Department of Computer Science and Engineering, Bangladesh University of Business and Technology (BUBT), Rupnagar, Mirpur-2, Dhaka 1216, Bangladesh
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School of Computer Science, Faculty of Science, Queensland University of Technology (QUT), Brisbane, QLD 4000, Australia
*
Author to whom correspondence should be addressed.
Educ. Sci.2026, 16(1), 133;https://doi.org/10.3390/educsci16010133 
(registering DOI)
This article belongs to the Special Issue Higher Education Development and Technological Innovation

Abstract

Serious games are increasingly recognized as powerful pedagogical tools, often offering engaging, interactive, and practical learning experiences. This paper presents the design, implementation, and evaluation of a 3D virtual serious game specifically tailored for cybersecurity governance and policy education. In particular, the nature of the game is an escape room, drawing on military training principles: players must solve a problem to escape one room before advancing to the next. Set within a virtual company environment, the game features three interactive zones that guide students through analyzing cyber risks, aligning security frameworks, and drafting appropriate policies. This structure cultivates critical thinking and decision-making skills and strengthens practical cybersecurity competencies. The primary contribution lies in the integration of game-based learning and 3D virtual technology to create robust, hands-on educational materials. The design incorporates structural features that create barriers to generative AI delegation to address challenges related to generative AI misuse, ensuring that the activities cannot be easily replicated and thereby supporting academic integrity. A post-activity perception survey (n = 20) suggests that students found this approach both engaging and effective, with participants self-reporting enhanced understanding and enthusiasm toward cybersecurity governance and policy concepts. These findings highlight the potential of gamified environments to bridge theory and practice in cybersecurity education, equipping learners with industry-relevant skills while fostering deeper engagement and active learning.

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