C. Teehan
This paper presents Cyber Play, an interactive educational theatre experience designed to teach cybersecurity concepts to pre-GCSE students in Years 9 and 10. Developed in collaboration with Bridgend College’s STEAM Academy, the project integrates game-based and story-based learning within a 45-minute interactive play, supported by an 8-week classroom curriculum. Using the Twine platform, Cyber Play immerses students in real-world cybersecurity scenarios—phishing, malware, and network traffic analysis—where their decisions influence the narrative. Aligned with the Welsh Digital Competence Framework (DCF), the project promotes critical thinking, digital citizenship, and ethical online behaviour. Evaluation through surveys and informal testing indicates increased engagement, knowledge retention, and behavioural change. This paper explores the pedagogical foundations, technical implementation, and educational impact of Cyber Play, offering a scalable model for integrating gamification into digital literacy education.
Keywords: Cybersecurity Education, Game-Based Learning, Story-Based Learning, Digital Competence Framework (DCF), Interactive Theatre, Twine, Phishing Simulation, Malware Awareness, Network Traffic Analysis, Scenario-Based Learning, Digital Literacy, Gamification in Education, Pre-GCSE Learners, Cyber Ethics.