Play it before you live it

The Cyber Safey Game students ask to play again

Builds the instinct for what's dodgy online. Created by teachers, students, and game designers. Backed by behavioural scientists and cyber safety experts

Dodgy or Not? game on iPhone and iPad

Cyber safety is a curriculum requirement.
The commitment is there.

Until now, there has been no tool that builds the instinct, enables explicit teaching, and measures competence — not just completion.

Instinct isn't taught. It's built.

The Cyber Safety Game

Designed to build instinct through play, and to measure what matters — competence, confidence, and change.

Real scenarios. Play anytime.
Short scenarios from the world students already live in - SMS, game chat, DMs, calls, videos, deepfakes. Scams, unwanted contact, misinformation. Age-appropriate.
The signs, spotted.
Every scenario is coded against our 27 behavioural signals - built over a decade with teachers and behavioural scientists. Students read patterns, not rules, and decide if it is Dodgy or Not!
Curriculum-aligned
Digital literacy, critical thinking, online safety — the skills every major curriculum teaches. Pairs with your units across health, English, humanities, tech and life skills. No lesson planning needed.
Dodgy or Not? game on iPhone
Built for your explicit teaching
Explicit teaching works best when practice is purposeful and feedback is immediate. The game delivers both. Every decision returns feedback naming the signs at play.  No marking, no prep.
Safe by design
Global Privacy Principles compliant. Minimal data collection. Age-banded content libraries. Scenarios reviewed by teachers and online safety experts before they go live.
Easy to roll out
Web app - works on any device, any browser. Class logins. No student emails required. Up and running in one lesson.

Created with science. Loved by students. Trusted by teachers

Real classroom data. Dodgies they keep catching, and teachers who keep recommending it.

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How to bring The Cyber Safety Game into your school, college or university

No student emails. No IT setup. Just pick the licence that fits your institution and start.

for schools - ages 7-18
Every student plays. Every teacher joins in.
Age-banded content across Years 3 to 12. Students play using class logins — no emails, no accounts to create. Teachers get their own login, weekly class reports, and can play alongside their students.
How it works
  • Full Dodgy or Not? game, age-banded
  • Student logins, no student emails required
  • Teacher logins included
  • Weekly teacher reports
  • Helpdesk support, Mon to Fri, 9am to 5pm AEST
  • Onboarding and professional learning included
Book a Demo
FOR higher education - Ages 18+
Bring The Game to your campus in minutes
Dodgy or Not? sits inside your student wellbeing program. First rental, first job ad, first investment "opportunity" — students learn to name the social engineering signs before it costs them.
How it works
  • Full Dodgy or Not? game, age banded
  • Student logins, no student emails required
  • Faculty logins included
  • Weekly faculty reports
  • Helpdesk support, Mon to Fri, 9am to 5pm AEST
  • Onboarding and professional learning included
Book a Demo
For large schools and networks
In your name. In your colours.
For large schools, dioceses, and education networks running sector-wide safety programs. Carries your name and colours. Adds an admin dashboard and custom scam scenarios.
How it works
  • Full Dodgy or Not? game, age-banded
  • Student logins, no student emails required
  • Teacher logins included
  • Custom scam scenarios
  • Custom admin dashboard
  • Helpdesk support, Mon to Fri, 9am to 5pm AEST
  • Onboarding and professional learning included
Start Partnership
Not sure which licence fits your school?
Book a twenty-minute walkthrough. We'll show you the game, help you find the right fit — whether you're a school, university, or running a system-wide program — and answer any procurement questions.
Need a solution for non-teaching staff?
Ask us about workplace cyber safety for your school office.
What the game measures

Behaviour, belief, and the gap between them

Dodgy or Not? is an assessment-for-learning tool. It generates real-time formative data you can use to shape your explicit teaching and your wellbeing planning. Behaviour is measured in the scenarios students play.

Competence
What students actually do. The game measures action, across all 27 behavioural signs.
Confidence
How confident students feel. They can see how their sense of their own skill tracks over time.
Change
Movement over time. Growth in what students do and what they believe, across the school year, visible at class and cohort level.
Calibration
The gap between what students do and what they believe they can, or cannot do.

Students who present as digitally capable still miss the signs of unwanted contact, scams, and misinformation. The game shows you which signs, which students, and where to act.

Dodgyy or Not? user stats
Dodgy or Not? user analytics

99% of students play after school. Without being asked. Some spot the family scam before their parents do.

The instinct goes home

a game changer

Back your teachers with a support squad

Everything teachers need to run Dodgy or Not? is ready to go. Facilitator guides and letters for parents and carers — prepared and waiting.

We work with school leaders, wellbeing staff, and classroom teachers so no one is set up to figure it out alone. Confident teachers, supported students, no extra admin.

Boy playing Dodgy or Not? on a laptop with a teacher's assistance

We believe it’s time to create a world where everyone is equipped with the digital literacy and, crucially, the critical thinking skills needed to discern what's legitimate from what's dodgy.

Frequently asked questions

What are the signs?

The signs are 27 behavioural signals that appear across all forms of online manipulation - from scams and phishing to unwanted contact. Instead of memorising rules, students learn to name and recognise the patterns. It's the critical thinking skill that transfers to any new scenario, on any platform, long after they've left your classroom.

How long does it take to play?

The Daily Dodgy takes around a minute - one fresh scenario, played independently. Or stretch it into a full lesson with guided discussion. It's built ready-to-teach, no preparation needed.

How does it support explicit teaching?

With Student-led licences, we send you weekly reports showing accuracy by scenario type and confidence trends across your class. You can see exactly where students are strong and where they're struggling - so you can target your next lesson where it's actually needed.

What is the difference between Teacher-led and Student-led?

Teacher-led is run on a shared screen - no student accounts needed, any year level. Student-led gives each student a class login for independent play. Either way, the game works as a whole-class discussion or played individually - it supports both.

What devices does it work on?

Any device with a browser - laptop, Chromebook, tablet, or phone. No app needed.

How does it align with the curriculum?

Primary alignment is NSW PDHPE Stages 2 to 6 (Years 3 to 12), including both the current 2018 and incoming 2024 syllabuses. It also supports ACARA's Digital Literacy and Critical and Creative Thinking capabilities, and the eSafety Commissioner's Best Practice Framework.

Can you map it to specific syllabus outcomes?

Yes. Get in touch and we'll send you the outcome mapping for your year levels and stages.

Do students need email addresses or individual accounts?

No. Student-led uses a class login - no student email addresses collected. Teacher-led has no student accounts at all.

What data is collected about students?

Gameplay data only: scenario responses, confidence ratings, and class-level results. No names, email addresses, dates of birth, or personal identifiers. All data is hosted in Australia and visible to teachers only - we don't share it with third parties.

Is it compliant with Australian privacy law?

Yes. The platform is built to comply with the Australian Privacy Act. No student data is held offshore.

What happens if a student discloses something after playing?

We provide support material and recommend schools follow their existing duty-of-care processes.

Hear from our clients

"Phishy or Not? transformed our approach to cyber safety training... it's a cultural shift in how we approach online security.”
Toll logo
Chief Info. Security Officer
Toll Global Express
"Dodgy or Not? proved to be a highly effective tool in strengthening the human firewall against cyber threats. Interestingly it was the language that resonated and created a safe way to talk about scams, almost instantly becoming part of the everyday vernacular.”
NSW Government logo
Director Design and Delivery
Transport for NSW
"Dodgy or Not? was a no-brainer for us. Cost-effective cyber training that doesn't put you to sleep? Sign us up! Our members are buzzing about it - the music is proving to be a real memory trigger.”
AICWA logo
Chief Executive Officer
AICWA
"The aunties were really so happy with today; they loved playing the game. They had been feeling anxious about technology worrying that everything is a scam (!). So today really settled them and they left feeling really good and keen to play more!
Literacy for Life logo
Campaign Project Officer
Literacy for Life Foundation
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Ready to change the game?

Book a twenty-minute walkthrough. We will show you the game, answer your procurement questions and get you started,