Disaster preparedness is a crucial aspect of ensuring the safety and well-being of communities, especially among vulnerable populations such as primary school students. To address this need, this research paper presents the development and evaluation of Virtual School, an Augmented Reality (AR)-based educational game designed to teach primary school students about natural disaster preparedness. In the current study we examined whether primary and high school students could learn disaster preparedness and response actions through the proposed game. The game allows students to collaborate and navigate through simulated disaster scenarios within a virtual school environment, acquiring essential knowledge and skills to respond effectively in real-world emergencies. An exploratory study measures perceptions of learning self-efficacy, enjoyment, and game usability. The results showed that players significantly improved their knowledge and performance while they have positive attitude over the proposed game.

错误:搜索内容不能为空,请输入英文关键词
错误:关键词超出字数限制,请精简
高级检索

Augmented Reality Educational Games for Disaster Management and Preparedness. The Case of Virtual School

  • Avgoustos Tsinakos,
  • Ioannis Kazanidis,
  • George Terzopoulos

摘要

Disaster preparedness is a crucial aspect of ensuring the safety and well-being of communities, especially among vulnerable populations such as primary school students. To address this need, this research paper presents the development and evaluation of Virtual School, an Augmented Reality (AR)-based educational game designed to teach primary school students about natural disaster preparedness. In the current study we examined whether primary and high school students could learn disaster preparedness and response actions through the proposed game. The game allows students to collaborate and navigate through simulated disaster scenarios within a virtual school environment, acquiring essential knowledge and skills to respond effectively in real-world emergencies. An exploratory study measures perceptions of learning self-efficacy, enjoyment, and game usability. The results showed that players significantly improved their knowledge and performance while they have positive attitude over the proposed game.