Phishing Quest: An AI-Driven Game-Based Learning System for Adaptive Email Threat Detection Training
Authors
Department of Bachelor of Science in Information Technology, Jesus Reigns Christian College, Philippines (Philippines)
Department of Bachelor of Science in Information Technology, Jesus Reigns Christian College, Philippines (Philippines)
Department of Bachelor of Science in Information Technology, Jesus Reigns Christian College, Philippines (Philippines)
Department of Bachelor of Science in Information Technology, Jesus Reigns Christian College, Philippines (Philippines)
Department of Bachelor of Science in Information Technology, Jesus Reigns Christian College, Philippines (Philippines)
Article Information
DOI: 10.47772/IJRISS.2026.100600278
Subject Category: Artificial Intelligence
Volume/Issue: 10/6 | Page No: 4025-4030
Publication Timeline
Submitted: 2026-05-22
Accepted: 2026-05-27
Published: 2026-06-22
Abstract
Phishing attacks remain one of the most widespread cybersecurity threats, exploiting users through deceptive emails that aim to steal sensitive information such as passwords, financial details, and personal data. Traditional cybersecurity awareness programs often fail to sustain user engagement and provide adaptive learning experiences. This study aims to develop Phishing Quest: An AI-Driven Game-Based Learning System for Adaptive Email Threat Detection Training, an interactive platform designed to enhance users’ ability to identify and respond to phishing emails effectively. Specifically, the study seeks to create a game-based learning environment integrated with artificial intelligence that adapts training difficulty based on user performance, promotes engagement through interactive activities, and improves phishing detection skills.
The study employs a developmental research design involving the phases of planning, system design, development, implementation, and evaluation. The proposed system utilizes artificial intelligence algorithms to analyze user behavior and generate adaptive phishing scenarios tailored to individual learning progress. Game-based learning elements such as points, levels, rewards, challenges, and feedback mechanisms are integrated to encourage active participation and continuous learning. The system will be evaluated using usability testing and performance assessment questionnaires administered to selected participants. Data gathered will be analyzed to determine the effectiveness, usability, and user satisfaction of the developed system.
The expected results of the study indicate that the proposed system can significantly improve users’ awareness and detection of phishing emails by providing engaging and adaptive cybersecurity training. Participants are anticipated to demonstrate increased accuracy in identifying phishing attempts, improved retention of cybersecurity concepts, and higher engagement compared to traditional learning approaches. Additionally, the integration of AI-driven adaptive learning is expected to provide personalized training experiences that address individual weaknesses and learning needs.
The study concludes that Phishing Quest has the potential to become an effective cybersecurity education tool that combines artificial intelligence and game-based learning to strengthen email threat detection skills. The system may contribute to reducing users’ vulnerability to phishing attacks while promoting cybersecurity awareness in educational institutions, organizations, and online communities
Keywords
Phishing Detection, Cybersecurity Awareness, Artificial Intelligence, Game-Based Learning, Adaptive Learning System, Email Threat Detection, Cybersecurity Training.
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References
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