Classroom · Computer science & AI

Spot the scam: a phishing game in ten everyday messages

Ten realistic messages arrive on every phone: a parcel fee, a bank alert, a school IT notice, a job offer, a buyer, a code. Each student works through the same ten messages twice, at their own pace. Then the screen stamps the truth on each and shows where the tells were.

  • Up to 600 people

A practice run with fictional students. No real classroom or join code is created.

Try an answer on the phone. Lead the lesson from the screen.

On their phone

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Lesson deck

Teach it as a ready-made lesson

Hook, how it works, the live activity and takeaways. Edit anything.

One Tuesday's messages presentation template cover slide

One Tuesday's messages

A ready-to-teach lesson deck: a hook, how it works, the live activity and takeaways for the debrief.

6 slides · 1 activity

Preview One Tuesday's messages

What it teaches

Students set what they did with ten realistic messages beside what they said of the same messages the second time through, find which messages got past the room and where those scams' tells were, and see that suspicion has a cost too when a genuine alert is called a scam. They leave with one habit that works when you can't always tell by looking: check through a channel you choose.

  • Phishing and scams
  • Independent verification

Debrief, while the boards are still up

  1. 01

    Did you handle any message differently the second time through? What changed?

  2. 02

    If a scam got past some of us even the second time through, where was its tell, and why didn't we look there?

  3. 03

    Did the room call a genuine message a scam? What would that have cost you in real life?

  4. 04

    If any scam got past us, compare what we said we check first with where its tells were. What do you notice?

  5. 05

    If you can't always tell by looking, what is the one habit that works anyway?

How it works

  1. 01

    Add it to your library

    Sign up free and pull the activity from Decka's built-in classroom catalog — one click copies it into your own library, ready to run from Decka or inside PowerPoint.

  2. 02

    Students join by QR

    Everyone scans from the projector and plays in their phone's browser. No app, no account, nothing to install.

  3. 03

    You run the room

    You move the activity phase by phase: collection closes, the boards resolve on the big screen, and the debrief happens while the results are still up.

A phishing game built from one ordinary Tuesday

Every phone gets the same ten messages, written for the lesson and realistic in every detail: a text about a parcel's unpaid fee, a bank's text and an email in its name, two notes from a school's IT desk, a job offer, a reply to a listing, a verification code, a voicemail from an officer and a subscription's renewal. Every brand, sender, address and link is fictional and printed as plain text that nobody can tap, and every phone number is in the reserved 555-01 range.

Each student works through the ten on their own phone, at their own pace, the same ten messages twice, and can change any answer until the step closes. While they work, the projector shows only who each message is from and how many have answered it, never a word of a message and never what anyone answered. Then the screen stamps the truth on the room's calls, message by message, and ranks the messages the most of us got wrong, where a genuine message called a scam counts as wrong too.

Next, every person's answers on the six scams are counted card by card: what each did with a message the first time through, set against what they said of it the second, in one grid with a headline whose words the room's own counts decide. Where a scam got past the room, it is then drawn large, and a pen inks its tells, such as a lookalike address, a deadline or a link to the wrong domain, beside what the room says it checks first.

Counts only: the projector never names or places a person, and each phone sees only its own ten, checked against the truth at the end. Scams are made to work on careful people, so the lesson ends on a habit, not a score. Try the screen-and-phone preview: the phone is yours, and fictional classmates answer through the same runtime as the lesson.

FAQ

Phishing game questions, answered

Are the messages real?

No. Every brand, sender, number, address and link is fictional and written for this lesson, and each is printed as plain text, never a link anyone can tap. Phone numbers stay in the reserved 555-01 range, and every message carries the lesson's notice not to contact any number or address shown.

What does the projector show while students answer?

Only who each message is from, how it came, and how many have answered it. The messages' words stay on the phones, and nobody's answers are shown while the room is still answering.

Is anyone's result shown to the class?

No. The screen shows counts only and never names or places a person. At the end each phone shows its own ten, each against the truth, and no one else's.

Some of my students have been scammed. Is it safe to run?

Scams are made to work on careful people, and the lesson says so. The debrief is about the messages and where their tells were, never about who was fooled, and nobody's answers reach anyone else's phone.

Can I change the messages?

Yes. Every message's words are settings, and so are the notes beside its tells. A tell marks a span of its message's own words, so an edit that removes the words a tell marks is refused, never inked in the wrong place.

How long does it take?

You move each step on when the room is ready, and no step runs on a timer. Students work through the messages at their own pace, so give the room time before you press Next.

Do students need an app or an account?

No. Students scan a QR code from the projector (or open a link) and play in their phone's browser. Nothing to install and nothing to sign up for.

Does it work in PowerPoint or Google Slides?

In PowerPoint, yes: open the Decka add-in on a slide and choose the Classroom tile. Google Slides is not supported yet; there you present from Decka itself. Students play from their phones either way.

How many students can play at once?

Up to 50 participants per live activity on the free plan, 150 on Pro, and 300 on Badass.

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