CyberQuest: Evaluation of a Board Game as an Educational Product for Teaching Information Security in High School
DOI:
https://doi.org/10.5753/rbie.2026.7958Keywords:
Board Games, Information Security, Design-Based Research, High SchoolAbstract
This paper investigates the application of the CyberQuest board game as an educational product for teaching information security in high school. Drawing on the Design-Based Research (DBR) approach, it analyzes evidence produced in authentic school settings through the use of the game with 68 students from two schools. Designed in alignment with the Brazilian BNCC and the 2022 Computing in Basic Education guidelines, CyberQuest fosters situated learning through decision-making and collaborative discussion of topics such as phishing, malware, authentication, and privacy. Data production combined participant observation, a profile questionnaire, and focus groups. Results indicate high engagement and signs of situated learning, as well as design aspects that affect the didactic experience. The study demonstrates that board games can be consistent resources for fostering digital citizenship in high school by articulating playfulness, pedagogical mediation, and critical reflection.
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Copyright (c) 2026 Ademar Perfoll Junior, Andre Luis Alice Raabe

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