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











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

Created with science. Loved by students. Trusted by teachers
Real classroom data. Dodgies they keep catching, and teachers who keep recommending it.

"The game, called Dodgy or Not?, is updated in real time as scammers find new ways to trick or blackmail victims into parting with their money.”
ABC News
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.
- 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
- 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
- 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
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.
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.


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

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
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.
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.
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.
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.
Any device with a browser - laptop, Chromebook, tablet, or phone. No app needed.
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.
Yes. Get in touch and we'll send you the outcome mapping for your year levels and stages.
No. Student-led uses a class login - no student email addresses collected. Teacher-led has no student accounts at all.
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.
Yes. The platform is built to comply with the Australian Privacy Act. No student data is held offshore.
We provide support material and recommend schools follow their existing duty-of-care processes.
Hear from our clients
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Book a twenty-minute walkthrough. We will show you the game, answer your procurement questions and get you started,
