<p dir="ltr">This study involved three cyber security behaviour interventions: Traditional training materials, an existing game-based training intervention based on the GICAST (<a href="https://www.open.edu/openlearn/digital-computing/gamified-intelligent-cyber-aptitude-and-skills-training-gicast/content-section-overview?active-tab=description-tab" rel="noreferrer" target="_blank">Gamified Intelligent Cyber Aptitude and Skills Training</a>) program, and a custom-built learning-based game intervention based on an existing game (Clacker - <a href="https://orteil.dashnet.org/igm/?g=https://pastebin.com/raw/pKyKmPRG" rel="noreferrer" target="_blank">https://orteil.dashnet.org/igm/?g=https://pastebin.com/raw/pKyKmPRG</a>).</p><p dir="ltr">Participants were asked to complete a behaviour assessment questionnaire before and after they took part in the intervention, and then were asked to return for a third assessment questionnaire two weeks after the initial experiment. The data in this file consists of their matched responses across all questionnaires.</p>