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  <front>
    <journal-meta />
    <article-meta>
      <title-group>
        <article-title>Pedagogic solutions and results in designing a mobile game for fire safety teaching</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Brita Somerkoski</string-name>
          <xref ref-type="aff" rid="aff1">1</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Kimmo Tarkkanen</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>David Oliva</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Anttoni Lehto</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Mika Luimula</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>Turku University of Applied Sciences</institution>
          ,
          <addr-line>Joukahaisenkatu 3, 20520 Turku</addr-line>
          ,
          <country country="FI">Finland</country>
        </aff>
        <aff id="aff1">
          <label>1</label>
          <institution>University of Turku, Department of Teacher Education</institution>
          ,
          <addr-line>Yliopistonmäki, 20100 Turku</addr-line>
          ,
          <country country="FI">Finland</country>
        </aff>
      </contrib-group>
      <fpage>44</fpage>
      <lpage>53</lpage>
      <abstract>
        <p>It is both expensive, dangerous and partly impossible to practice fire safety scenarios in real environments. Playing a digital game provides us with a view of pupils´ behavior in case of the emergency. In this paper we discuss the pedagogic principles and design approaches followed to develop an AR-based serious game for fire safety. Based on educational sciences, we consider learning as constructed and, as a combination of knowledge, skills and attitudes, which were designed into game mechanics and its pedagogic flow. In the empiric part, we describe the learning outcomes of school aged children before and after the game play. After the game play, school aged children knew the meaning of safety signs better, and they also knew where the signs were located at the school. With the results of this study, we conclude that game-based mobile AR technology can help pupils to learn fire safety issues, increase finding and observing different fire safety signs in their own built environment. As conditions for gaming of this kind are co-development procedures, exact concepts and visuals, authenticity and curriculum-based content of the game.</p>
      </abstract>
      <kwd-group>
        <kwd>1 Fire safety</kwd>
        <kwd>education</kwd>
        <kwd>game design</kwd>
        <kwd>serious game</kwd>
        <kwd>augmented reality</kwd>
      </kwd-group>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>1. Introduction</title>
      <p>
        Earlier studies revealed [
        <xref ref-type="bibr" rid="ref1">1</xref>
        ] that it is both
expensive, dangerous and partly impossible to
practice fire safety (FS) scenarios in real
environments. Respectively, the burden of fire
related injuries includes loss of productivity as the
healing process is relatively long [
        <xref ref-type="bibr" rid="ref2">2</xref>
        ]. Also, during
the pandemic, many industrial companies have
started to utilize mixed technologies as on-site
trainings and competence updates have not been
possible [
        <xref ref-type="bibr" rid="ref3">3</xref>
        ].
      </p>
      <p>
        Various strategic documents in Finland state
that learning fire safety is important. The focus is
in children and youth, because their attitudes
toward fire safety are still developing. First,
according to the Basic Act for Education,
everyone participating in education is entitled to a
safe learning environment. [
        <xref ref-type="bibr" rid="ref4">4</xref>
        ] Second, the
national Target Programme for the Prevention of
Home and Leisure injuries points out that fire
6th International GamiFIN Conference 2022 (GamiFIN 2022),
April 26-29 2022, Finland
EMAIL: brisom@utu.fi (B. Somerkoski)
ORCID: 0000-0003-1913-7907 (B. Somerkoski)
️© 2022 Copyright for this paper by its authors. Use permitted under Creative
Commons License Attribution 4.0 International (CC BY 4.0).
      </p>
      <p>
        CEUR Workshop Proceedings (CEUR-WS.org)
safety competence should be promoted among
children and young people by means of regularly
repeated training in various learning and
operating environments. According to this target
program, new learning materials should be
developed. [
        <xref ref-type="bibr" rid="ref5">5</xref>
        ] Also, based on the National core
curriculum for basic education 2014 [
        <xref ref-type="bibr" rid="ref6 ref7">6, 7</xref>
        ] at least
two school subjects contain learning fire safety.
These are health education studies for grades 7 –
9 (ages 13 – 16) and environmental studies for
grades 3 – 6 (ages 10 – 12) [
        <xref ref-type="bibr" rid="ref8">8</xref>
        ]. In addition, the
Rescue Act [
        <xref ref-type="bibr" rid="ref9">9</xref>
        ] requires a general duty for
everyone to prevent fires.
      </p>
      <p>
        For these reasons and purposes, it is well
argumented that there is a need for digital learning
material in fire safety. Compared to widely used
standard and passive training practices, such as
lectures or videos, digital games provide
immersive and engaging experience for learning.
[
        <xref ref-type="bibr" rid="ref10 ref11">10, 11</xref>
        ] Based on our earlier study with a virtual
reality simulator, we noted that especially young
players, children under 15 years, were not able to
exit efficiently a building with smoke on the
corridors. Instead of looking at the floor plan or
searching for safety signs to exit the virtual
building safely, young players rushed
openmindedly and wildly in the digital gaming
environment [
        <xref ref-type="bibr" rid="ref12">12</xref>
        ] taking risks that could cost their
lives in reality. To prevent the behavior of this
kind we designed and implemented a serious
game called Virpa – Fire Expert, which applies
augmented reality (AR).
      </p>
      <p>
        Fire in the school environment is the most
common target for safety related VR and AR
experiments [
        <xref ref-type="bibr" rid="ref13">13</xref>
        ]. However, most of the FS
related AR applications are targeted at wayfinding
and evacuation [
        <xref ref-type="bibr" rid="ref14">14</xref>
        ] instead of general fire safety
skills and FS objects. Moreover, current advanced
AR applications in FS are not designed especially
for children [
        <xref ref-type="bibr" rid="ref15 ref16">15, 16</xref>
        ], and in primary schools,
ARbased education focus most on STEM subjects
[
        <xref ref-type="bibr" rid="ref17">17</xref>
        ].
      </p>
      <p>
        The objective of this paper is two-fold. Firstly,
the paper discusses the pedagogic principles and
approaches followed to develop serious game for
fire safety [
        <xref ref-type="bibr" rid="ref18">18</xref>
        ]. Secondly, in the empiric part of
this paper, we describe the learning outcomes
based on results of the questionnaire for a group
of school children as beta-testers (n=260). The
study addresses the following research question:
What kind of learning outcome can be achieved
after playing AR game in fire safety?
      </p>
    </sec>
    <sec id="sec-2">
      <title>2. Pedagogic design principles</title>
      <p>
        Some results of the earlier studies show that to
design a successful learning game, the approach
needs to lie on pedagogy [
        <xref ref-type="bibr" rid="ref19">19</xref>
        ]. Moreover, we
wanted to combine the abstract learning and
concrete experience [
        <xref ref-type="bibr" rid="ref20">20</xref>
        ]. Furthermore, we
understood that the game needed added value as a
pedagogical tool for educators, for instance fire
authorities, public education coordinators at the
fire service, the youth activities of voluntary fire
departments and school teachers. Therefore, the
game had to balance well. Our task was to create
a game that children would agree to be fun and
entertaining, and the educators would consider the
game to be serious enough for learning material.
      </p>
      <p>
        The educational background of this game
design lies on a few basic principles. Vygotsky´s
[
        <xref ref-type="bibr" rid="ref21">21</xref>
        ] theory of constructive learning is valued and
implemented widely in Western world and
especially in Finland. According to Vygotsky the
learner is an active participant who constructs his
or her own learning. Therefore, learning is not
given, but more constructed. His theory includes
the idea of the Zone of Proximal Development
(ZPD) with the concept of scaffolding; initially,
the learner might not manage to progress alone
and might need extra support. Later on, this may
lead to situation that the learner manages to
complete the task without any support from
outside. [
        <xref ref-type="bibr" rid="ref22">22</xref>
        ] Our approach was to let the learner
iterate and repeat the tasks as many times as
needed, allowing them to memorize the task, but
also providing enough time for them to assimilate
the information contents.
      </p>
      <p>
        Authenticity was the third principle applied in
the design. Despite the game having a cartoonish
visual outlook, all fire safety related objects had
to be well placed. The game environment was
created following a co-developing setting [
        <xref ref-type="bibr" rid="ref23">23</xref>
        ].
The design team received pedagogic and
professional guidance from two fire inspectors.
They instructed with respect to visualization and
placement of stairs, fire stairs, exit doors, fire
extinguishers, and all safety signs typically used
in Finnish public buildings.
      </p>
      <p>The pedagogic solutions in the game were
created so that teachers are able to use this game
as the study material during the lessons.
Therefore, it was important that the grammar,
definitions and concepts were exact and correct.</p>
      <p>The National core curriculum for basic
education determines what is taught in Finnish
schools, yet the Finnish teachers hold their
autonomy how they teach and what kind of
learning material they want to use. Before the
game design process started, we checked that the
cognitive content of the game was connected with
the learning content of the National core
curriculum for basic education. We decided to
provide additional material for teachers, such as
slides about fire safety, lesson plans and some
additional information about the game metrics.</p>
      <p>Universality is the fifth principle that we
applied. Despite fire safety being of interest at a
global scale, not all the safety signs are equal,
neither is the emergency phone number which in
Finland and in most of the European countries is
112. Nevertheless, the game was published for
iOS and Android mobile devices in the two most
popular app stores at a global scale. The game is
free to download and play. Most of the schools
have hired a teacher, who is responsible for the
hardware and software issues as well as for the use
of the digital learning material. They tend to check
regularly the digital content and evaluate whether
the material is suitable to be downloaded to the
devices owned by the school. To ensure that the
schools were able to use the game during the
lessons we decided not to accept any purchasable
content or commercial cooperation to keep the
game clean for any kind of advertising.</p>
    </sec>
    <sec id="sec-3">
      <title>3. Game mechanics design</title>
      <p>
        The aim of Virpa - Fire Expert game is to teach
school children, 7–13 years old, fire safety signs
and fire safe behavior. We started the design
phase by informal brainstorming with game
developers, researchers, and fire department
personnel. The aim was to find out a suitable
virtual environment for such emergency
scenarios, and what kind of game (inter)actions
the children and youth engage more with. Based
on our pedagogical aims and principles about
fostering knowledge, skills, attitudes, and
behavioral change i.e., competence [
        <xref ref-type="bibr" rid="ref24 ref25">24, 25</xref>
        ], we
end up focusing on developing collection of items,
personal customization, scoring system, and game
world exploration. With these activities we
wanted the player to be an active participant while
playing.
      </p>
      <p>Fire safety signs and the use of other items like
floorplans, fire alarms, fire alarm buttons and fire
extinguishers were carefully modeled into the
game to improve player´s awareness towards
these objects existing in the real world.
Furthermore, a set of minigames and actions were
designed to improve player´s knowledge and
skills and playing experience.</p>
      <p>The virtual game environment represents a
school building with three floors. (Fig. 1). Each
floor has classrooms to unlock (Fig. 2) and a set
of hazards, newspapers and minigames to play
and discover.</p>
      <p>The virtual game environment integrates with
the real world via an augmented reality
functionality using machine vision algorithms.
One of the early brainstorming decisions was to
build the game around these technologies. The
technology enables the game design to employ
this dichotomy to a significant degree, while
players are allowed to divide their attention
between these two modes of gaming largely as
they wish. The scanning taking place in the real
world was designed to engage players to interact
with real-world environments to enable learning
outcomes that differ from any mobile game not
utilizing the same dichotomy. This approach to
game mechanics were hypothesized to yield more
holistic learning outcomes, possibly including
changes not only in players’ knowledge, skills and
attitudes towards fire safety, but also in the
attention they pay to fire safety signs in their
every-day environment. Scanning the signs in the
real world occurs by activating the mobile phone
camera and using it to catch a sign in real spaces,
for instance, own school or near-by public spaces
(Fig. 3). The machine vision algorithm recognizes
the sign that together with a dedicated neural
network informs the game of the scanned safety
sign (Fig 4).</p>
      <p>The technology used in Virpa Fire Expert
functions well in most of the buildings, also when
the illumination of the building is not very
effective. The algorithm was set to identify the
following signs: exit, fire alarm button, fire
extinguisher, fire hose reel, assembling point and
defibrillator. It also could identify actual fire
alarm buttons and extinguishers.</p>
      <p>After scanning a specific sign, the player could
open the door of one of the three rooms reserved
to teach the concepts related to specific sign. In
the first room the player meets a fire officer (Fig.
2) who makes a question regarding the knowledge
about the scanned sign (e.g., do all extinguishers
have the same chemical product inside?). The
player will be granted with a bronze star linked to
that sign if the question was answered right (the
player could change the answer infinitely).</p>
      <p>Another scan of the same sign and the bronze
star will grant the player rights to open the second
room, where a skills related question is posed (e.g.
how is a fire extinguisher used?). A right answer
to that question grants the player a silver star. The
silver star and a third scan of the same sign give
rights to open the third room, which poses an
attitude related question (e.g., how important is
this sign?). Any answer in the attitude question
grants a gold star and an access to a final exam.</p>
      <p>Pedagogically the game flow is that the
teaching material presented to the player after
each question (e.g., knowledge of extinguishers)
provides an answer to the next question (e.g.,
skills in using extinguishers). The attitude-related
question has no correct answer, and therefore the
teaching material of the skills question prepares
the player to the final exam. Notable is that the
question will not immediately follow its
corresponding teaching material as the rooms
become accessible in a partly non-linear fashion.
Together these questions and their corresponding
teaching material prepare the player for the final
exam.</p>
      <p>All in all, player can collect six gold, six silver
and six bronze stars that in turn will grant access
to the room of the final exam. The final exam
includes 18 questions to evaluate the achieved
skills and knowledge. The number of the right
answers in the final exam determines again the
type of diploma awarded to the player: gold, silver
or bronze.</p>
      <p>With knowledge and skills related questions,
the verification of player’s learning is based on a
repeated measures research design implemented
into the game. Twelve out of 18 questions (excl.
attitude questions) form a baseline, a comparison
point for each player’s personal learning on their
way to the end of the game. The first questions of
each sign/room, i.e. 6 questions in total, represent
most genuinely each player’s baseline in
understanding fire safety signs since these
questions are asked before any treatment of that
specific topic. Same 12 questions are repeated in
the final exam, which allows a comparison of
answers in the beginning and at the end of the
game play. The underlying assumption is that the
treatment – the information the player is exposed
to during the game play – will increase the number
of correct answers in the final exam compared to
the baseline answers. In addition, the final exam
consists of six new questions about same topics.
That is to confirm the correctness of the learning
measurement (i.e., to avoid confirmation bias).
This comparison of pre- and post-intervention
answers produces a learning rate for each player.</p>
      <p>Behavioral learning is built on the AR features,
which are to encourage players to move, search,
identify and scan fire safety signs in the real
world. In contrast to knowledge, skills and
attitude related questions discussed above, the
measurement of the behavioral change of the
player lacks a similar, in-game determined
baseline: We do not know how the player has
acted before the game play. Thus, the verification
of learning must assume that the player has not
observed any fire safety signs before the gaming
experience. The assumption is that each scanned
sign is a positive signal towards the behavioral
change, and the larger the personal sign collection
and the number of scans is, the more the player
has changed one’s behavior in real life.</p>
      <p>In addition to the number of scans and signs,
behavioral learning and its verification is based on
the number of visited areas. Area means the
player’s geographical (GPS) location during the
sign scan. In the game back-end system, the earth
is divided into areas (squares) of 200*200 meters.
To increase scans and players’ behavioral change,
the game rewards the player who conquers the
area first. On the other hand, the player gets less
and less points in the game, if the sign scans are
taken in the same area. The points decrease very
rapidly, which motivates players to move to new
areas. Again, we must assume the baseline
behavior: The players would have not observed
any signs in a certain area without the motivation
and intervention given by the game.</p>
      <p>The collected metrics related to number of
areas, scans and different signs will provide us
understanding about the behavior of the player
and its assumed level of change due to the game.
However, we also conducted an external learning
verification with a pre- and post-test questionnaire
during a pilot test to get more objective
understanding about where, how much and often
players observed fire safety signs before playing
the game (see Ch. 4).</p>
      <p>To keep the player´s interest and engagement
on the game, between the scanning actions and the
final exam, several minigames and items to find
and collect were placed along the school space. A
total of nine hazards must be found and solved, for
instance coffee machine with damaged electric
cord, mobile phone charging close to water point,
paint over exit plan, or object obstructing fire exit
door. Six newspapers must be found and
collected. Each newspaper included a real story of
a fire event occurring a school in Finland. The
three minigames were designed to also teach skills
and improve knowledge. In the skateboard
minigame, including three levels, the player needs
to follow exit signs to find the fastest way to
escape from a building getting covered of smoke.
The FireMan minigame represented a modified
version of arcade game PacMan where player
needs to rescue four friends before they are
reached by moving flames. The Fire extinguisher
minigame applied AR technology and displayed a
virtual fire in the real room occupied by the player
that need to be switched off. The aim was to teach
the operation of a real extinguisher like pull out
the pin, aim to hose to the base of the flames,
squeeze the handle. Furthermore, in the Fire drill
exercise the player must exit the building
following the exit signs.</p>
    </sec>
    <sec id="sec-4">
      <title>4. Data collection and analysis</title>
      <p>To study learning outcomes and play
experiences of the game, we organized play tests
in schools. The participants were Finnish
comprehensive school pupils aged 9-13 (avg. 10,5
years old) from two schools in Southwest Finland
area. The recruitment took place through personal
relations and the participants were not rewarded.
As the players were under 15 years of age,
permission for game testing was asked from the
headmaster, the class teacher and from the
parents.</p>
      <p>The test subjects created a nick name they had
to use in both pre- and post-test questionnaires (T1
and T2). The first test questionnaire (T1) was
carried out right before the game play and the
second questionnaire (T2) about 14 days after the
initial game play. The average play time during 14
days is not known. The total of 260 (n=260) test
subjects participated in T1, and 228 subjects
(n=228) in T2. Based on the nick name, we could
match 193 participants’ pre- and post-test
questionnaire answers, and further combine 169
participants’ IDs with their game play data.
Besides lower number of participants in T2,
unequal nick names led to matching problems and
missing data.</p>
      <p>Based on our earlier studies on game learning
outcome and usability we included 12 multiple
choice questions about safety signs but also
players´ perceptions about how they learned in the
game. Questions number 1-9 of T1 were repeated
in the questionnaire T2 to allow the comparison of
game play effects in knowledge and behavior of
participants. These were complemented in T2
with questions number 10-14 that surveyed
participants’ learning and play experiences. In this
paper, descriptive statistics is used to show and
discuss learning outcomes.
1. Have you noticed any safety signs in your school?
(no/one/many)
2. How many kinds of safety signs have you noticed?
(0/1-2/3 or more)
3. How often do you notice fire safety signs? (every
day/ every week/ seldom)
4. Do you know where in the school area this sign is
[assembly point]? (no/maybe/yes)
5. Do you know the meaning of this safety sign
[assembly point]? (no/maybe/yes)
6. Have you talked about fire safety with your
parents? (no/once/many times)
7. Have you talked about fire safety with your friends?
(no/once/many times)
8. How often do you think about fire safety?
(never/seldom/every now and then/often)
9. What would you pay attention to if you had to leave
a burning school building? (open)
10. Have you talked about the Virpa game with your
friends? (no/once/many times)
11. What fire safety issues did the game taught you
best? (I find the signs easier/ I notice the signs more
often/ I know what the signs mean/ I know what to
do in case of fire/ I know what to do to avoid fire/ I
think more about fire safety)
12. Which part of the game taught you the best fire
safety issues? (Scanning signs, Room questions,
Newspaper stories, Minigames, Hazards, Final
exam)
13. Which one was more fun: playing in the real school
or virtual school?
14. What was the best in the game play? (open)</p>
      <p>For the open-ended Question 9, a
distinguished qualitative inductive content
analysis was carried out (see the chapter 6.1 for
results). This kind of method for analysis is used
when it is expected that the knowledge of the
answers will be fragmented. We carried out this
separate analysis to get a holistic picture about
how the pupils construct their understanding
about their measures in the fire scenario at school.
The question was: What would you pay attention
to if you had to leave a burning school building?
In total, 240 (T1) and 203 (T2) participants
answered to this question. A typical length of
answer was 1 – 3 sentences. The written material
was read through several times. The students'
answers were compiled into a matrix from which
the meaning units, words or word clusters were
retrieved. Typical for the content analysis
qualitative method, in the abstraction phase, upper
categories and groups were created from
responses by selecting the meaning units from the
text. These were individual words (for example
exit) or related entities of a few words (for
example to find the assembly point). Two
researchers carried out the categorizing
independently and the groups were compared and
discussed one by one. Eventually, the responses
were formulated into 10 main categories. A
second round of categorizing answers was carried
out by both researchers individually with the
agreed groups. After formatting the groups, the
meaning units were quantified to calculate the
change in answers between T1 and T2.</p>
    </sec>
    <sec id="sec-5">
      <title>5. Results</title>
      <p>The questionnaire answers of the group of
comprehensive school beta-testers are compared
before and after the game play (questions 1 to 14).
In addition, we present the results based on game
metrics, such as the learning rate, the number of
signs, scans and areas among participants.
5.1.</p>
    </sec>
    <sec id="sec-6">
      <title>Effects on fire safety knowledge, skills and behavior</title>
      <p>The first three multi-choice questions were about
practical fire safety skills and behavior. Before the
game play, 22 % of respondents answered they
had not seen any fire safety signs in their school
(Question 1). After the game play and period of
14 days, their amount had dropped to zero,
whereas the percentage of respondents who have
observed many signs had increased from 57 %
(T1) to 96 % (T2) (Table 1). Thus, the proportion
of people who observed multiple fire safety signs
increased by 49 % (Question 1). The percentage
of people who observed three or more signs
increased by 180 % (from 27% to 88%) compared
to the situation before playing the game (Question
2). The percentage of people observing the signs
every day increased by 67 % (from 29% to 55%)
compared with the situation before playing the
Virpa - Fire Expert game (Question 3).</p>
      <p>Questions 4 and 5 were about fire safety
knowledge. The percentage of respondents who
knew the location of the assembly point sign at
school increased from 2 % to 9 % (from 4 to 20
respondents). Although there is a 400 % increase
in the situation before playing, yet 83 % of the
respondents did not know where at school the
assembly point sign was located. One reason is
that many participants played only inside the
school and did not find the sign in its real location.
Only about 1 % of the respondents (3 participants)
answered that they know the meaning of the
assembly point sign before the game play
(Question 5). In the post-test questionnaire (T2),
22 % of respondents (49 participants) thought
they know the meaning.</p>
      <p>Although the fire safety skills were developing
based on the information that the respondents had
noticed more often and a higher number of safety
signs, it seems that playing the game did not
increase talking about fire safety with parents or
with friends (Questions 6 and 7). In addition, we
asked how often respondents were thinking of fire
safety (Question 8). 2 % of the respondents
answered they think often of fire safety. There was
17 % increase in the figure, but only one more
student answered often to this question. 36 % of
the respondents answered they think every now
and then of fire safety. The respective number was
38 % after the game play.
2. Number of safety signs (3 or more signs)?
3. Noticing fire safety signs (Every day)?
4. Place of assembly point sign? (Yes)
5. Meaning of assembly point sign? (Yes)</p>
      <p>Based on the current game data, it is hard to
verify knowledge and skills related learning
outcomes: Only 47 players (28 %) out of 169 test
participants answered questions in the virtual
school environment (Table 2). Naturally, even
less, only 6 participants, took the final exam.
Therefore, the measurement of learning rate is by
no means valid (5,1% of improvement on
average), yet possible to collect and follow in the
future 2.</p>
      <p>Based on the game data, a total of 139 players
(82,2 %) of all confirmed players (N = 169) have
scanned fire safety signs, and of them, 74 % in
only one area (Table 3). Low number of different
areas is due to playing the game mostly in school
premises. However, each (school) building has
been scanned very carefully as on average
(median) each player has scanned 38 times and
found 7 different signs out of 9 possible. Thus,
game statistics are consistent with questionnaire
answers about the increase in sign observations.</p>
      <p>The distinguished content analysis in the
openended question (Question 9) resulted in ten
categories (Table 4): discourse of things, paying
attention to others, following instructions, being
calm, responding to the fire, evacuating rapidly,
evacuation in general and empty or inappropriate
answers.
2 The game has now more than 1800 players (December 2021) and
the learning rate data accumulates fast.
Change %
49
180,3
67,6
400
1533,3</p>
      <p>Two positive changes in results were found.
After the game play 38 % less respondents talked
about taking or leaving things in the case of
emergency (discourse of things and objects).
Additionally, there was a result 141 % increase of
the meaning units mentioning the safety or exit
sign. Statistical significances have not been
calculated, yet other changes seem minor. This
suggests that two week period with varying
amount of game play had not been effective
enough to change how participants think they
would act in an emergency situation.</p>
      <p>However, we think this categorization is
valuable knowledge for fire safety
communication itself, even without
quantification. These spontaneous open answers
may portray the most truthful picture of fire safety
knowledge, skills and attitudes among
participants that the gaming interventions can be
compared with.</p>
    </sec>
    <sec id="sec-7">
      <title>5.2. Gaming and learning experiences</title>
      <p>In the Question 11 (What fire safety issues did
the game teach you best? Select one or more
options) the options “I find the signs more easily”
and “I know what the signs mean” were the most
selected (59 % and 53 % of all respondents). In
line with answers in questions 6, 7, and 8, the least
answered option here was “I think more often
about fire safety”. Yet, it was still mentioned by
35 % of all respondents denoting rather even
distribution of answers across the different
options. This implies that the game manages to
teach fire safety in a variety of ways without
sacrificing any aspect. This is supported in that,
on average, each respondent selected 2.8 out of 6
options. The game had sparked more debate with
friends than fire safety issues themselves</p>
      <p>Different elements of the game (Table 5) seem
to be in balance in terms of perceived learning
(Question 12). Only teachability of the final exam
remains rather poor (14% of respondents), but the
explanation is that this has been visited and
performed by only minor proportion of players.
The most important element in the game in terms
of subjective learning was, as expected, the search
and scanning of signs (57% of respondents).</p>
      <p>Mini-games were mentioned as the second
most important in terms of learning (Table 5), but
mini-games were also clearly perceived as the
best aspect of the game (Question 14), which may
affect the perceived learning of the respondents.</p>
      <p>In open-ended Question 14, we asked what the
best part of the game was. The qualitative content
analysis, like in question 9, produced four themes:
49 % of the respondents liked the minigames the
most, the respective percentage of sign scanning
was 21 %, whereas 7 % liked most the questions
and answers, and other activities (such as avatar
tuning) were mentioned best by 23 % of
respondents.</p>
    </sec>
    <sec id="sec-8">
      <title>6. Conclusions</title>
      <p>This research investigated the learning
outcome after playing AR game in fire safety.
When enhancing competence in safety culture,
memorizing facts and knowing the definitions or
concepts is not enough. Thus, we see learning as
a construct, and as a combination of knowledge,
skills and attitudes. A well-designed learning
game provides possibilities for individual tasks,
and it is both experiential and memorable.</p>
      <p>Playing a digital game provides us with a view
of pupils´ behavior in the case of emergency. To
create a learning environment that enables
‘transferring’ i.e., applying something learned in
the game to real environment, is somewhat
challenging. However, after the Virpa game play,
school aged children seemed to know the meaning
of safety signs better, and they also knew where
the signs were located. Both, participants’
subjective answers and game data, point to
increase in their knowledge and change in
behavior. We conclude that with the help of
digital game intervention the school-aged children
were able to recognize the safety signs better than
before. With the results of this study, we agree
that digital technology and AR can help pupils to
learn the fire safety signs and remember fire safety
issues in their built environment. This is a
valuable finding as these actions were made
without any assistance from the school. These
results show that playing a digital game may give
a new start in the person´s behavior. Later, it is
possible that this behavior of observing carefully
the safety signs in the buildings may lead to
develop a positive attitude towards fire safety.
These results and technics may be applied in many
areas, for instance the traffic or water safety.
However, we recognized that knowledge and
skills gained while playing AR game are not
necessarily transplanted to another context, place
or time. For example, our game data showed only
rare usage in other than one location.</p>
      <p>
        Yet, we are aware that besides improved
statistical analysis, more objective and precise
assessment of individual behavior change would
be necessary. For example, mobile eye trackers
and virtual reality environments could reveal the
baseline: where, how much and how often players
observe signs before playing. One possibility for
learning game assessment setting would be a
mixed technology gaming experience [
        <xref ref-type="bibr" rid="ref10">10</xref>
        ]. The
player would firstly respond to fire alarm in VR
environment. The AR game would provide
information and teaching about how to escape.
Finally, the player would re-play the VR
application and the results of before and after the
game play would be compared. Additionally, both
VR and AR provide possibilities for safety and
security games of other areas, for instance in the
traffic or water safety.
      </p>
      <p>
        However, we see a lot of potential in future
technologies, especially solutions that are based
on augmented reality promoting fire safety for
children and youth. Gamified solutions exist
especially in the field of education [
        <xref ref-type="bibr" rid="ref26">26</xref>
        ] and the
schools start to be quite well equipped with the
technology such as personal tablets or PCs. Also,
almost all the pupils seemed to have their
individual mobile phone, and mobile games scale
well to other devices. Serious games developed
for mobile phones would fit well in the context of
developing countries as individual phones at
schools are more common than computer classes.
      </p>
      <p>Finally, based on our experiences and this
study, we see that the conditions for gaming of
this kind are co-development procedures, exact
concepts and visuals, authenticity and
curriculumbased content of the game. With these results, we
want to encourage other researchers to design
curriculum-based learning games.</p>
    </sec>
    <sec id="sec-9">
      <title>7. Acknowledgements</title>
      <p>The work is part of the Virpa 2 project funded
by Fire Protection Fund in Finland. Thanks to
both Virpa teams (Fig. 5) at Turku Game Lab in
the Turku University of Applied Sciences.</p>
    </sec>
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