=Paper= {{Paper |id=Vol-3147/paper5 |storemode=property |title=Pedagogic solutions and results in designing a mobile game for fire safety teaching |pdfUrl=https://ceur-ws.org/Vol-3147/paper5.pdf |volume=Vol-3147 |authors=Brita Somerkoski,Kimmo Tarkkanen,David Oliva,Anttoni Lehto,Mika Luimula |dblpUrl=https://dblp.org/rec/conf/gamifin/SomerkoskiTOLL22 }} ==Pedagogic solutions and results in designing a mobile game for fire safety teaching== https://ceur-ws.org/Vol-3147/paper5.pdf
Pedagogic solutions and results in designing a mobile game for
fire safety teaching
Brita Somerkoski1, Kimmo Tarkkanen2, David Oliva2, Anttoni Lehto2, Mika Luimula2
1
    University of Turku, Department of Teacher Education, Yliopistonmäki, 20100 Turku, Finland
2
    Turku University of Applied Sciences, Joukahaisenkatu 3, 20520 Turku, Finland

                  Abstract
                  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.

                  Keywords 1
                  Fire safety, education, game design, serious game, augmented reality

1. Introduction                                                                                    safety competence should be promoted among
                                                                                                   children and young people by means of regularly
                                                                                                   repeated training in various learning and
    Earlier studies revealed [1] that it is both
                                                                                                   operating environments. According to this target
expensive, dangerous and partly impossible to
                                                                                                   program, new learning materials should be
practice fire safety (FS) scenarios in real
                                                                                                   developed. [5] Also, based on the National core
environments. Respectively, the burden of fire
                                                                                                   curriculum for basic education 2014 [6, 7] at least
related injuries includes loss of productivity as the
                                                                                                   two school subjects contain learning fire safety.
healing process is relatively long [2]. Also, during
                                                                                                   These are health education studies for grades 7 –
the pandemic, many industrial companies have
                                                                                                   9 (ages 13 – 16) and environmental studies for
started to utilize mixed technologies as on-site
                                                                                                   grades 3 – 6 (ages 10 – 12) [8]. In addition, the
trainings and competence updates have not been
                                                                                                   Rescue Act [9] requires a general duty for
possible [3].
                                                                                                   everyone to prevent fires.
    Various strategic documents in Finland state
                                                                                                      For these reasons and purposes, it is well
that learning fire safety is important. The focus is
                                                                                                   argumented that there is a need for digital learning
in children and youth, because their attitudes
                                                                                                   material in fire safety. Compared to widely used
toward fire safety are still developing. First,
                                                                                                   standard and passive training practices, such as
according to the Basic Act for Education,
                                                                                                   lectures or videos, digital games provide
everyone participating in education is entitled to a
                                                                                                   immersive and engaging experience for learning.
safe learning environment. [4] Second, the
                                                                                                   [10, 11] Based on our earlier study with a virtual
national Target Programme for the Prevention of
                                                                                                   reality simulator, we noted that especially young
Home and Leisure injuries points out that fire
                                                                                                   players, children under 15 years, were not able to

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).

              CEUR Workshop Proceedings (CEUR-WS.org)




                                                                                              44
exit efficiently a building with smoke on the                given, but more constructed. His theory includes
corridors. Instead of looking at the floor plan or           the idea of the Zone of Proximal Development
searching for safety signs to exit the virtual               (ZPD) with the concept of scaffolding; initially,
building safely, young players rushed open-                  the learner might not manage to progress alone
mindedly and wildly in the digital gaming                    and might need extra support. Later on, this may
environment [12] taking risks that could cost their          lead to situation that the learner manages to
lives in reality. To prevent the behavior of this            complete the task without any support from
kind we designed and implemented a serious                   outside. [22] Our approach was to let the learner
game called Virpa – Fire Expert, which applies               iterate and repeat the tasks as many times as
augmented reality (AR).                                      needed, allowing them to memorize the task, but
    Fire in the school environment is the most               also providing enough time for them to assimilate
common target for safety related VR and AR                   the information contents.
experiments [13]. However, most of the FS                        Authenticity was the third principle applied in
related AR applications are targeted at wayfinding           the design. Despite the game having a cartoonish
and evacuation [14] instead of general fire safety           visual outlook, all fire safety related objects had
skills and FS objects. Moreover, current advanced            to be well placed. The game environment was
AR applications in FS are not designed especially            created following a co-developing setting [23].
for children [15, 16], and in primary schools, AR-           The design team received pedagogic and
based education focus most on STEM subjects                  professional guidance from two fire inspectors.
[17].                                                        They instructed with respect to visualization and
    The objective of this paper is two-fold. Firstly,        placement of stairs, fire stairs, exit doors, fire
the paper discusses the pedagogic principles and             extinguishers, and all safety signs typically used
approaches followed to develop serious game for              in Finnish public buildings.
fire safety [18]. Secondly, in the empiric part of               The pedagogic solutions in the game were
this paper, we describe the learning outcomes                created so that teachers are able to use this game
based on results of the questionnaire for a group            as the study material during the lessons.
of school children as beta-testers (n=260). The              Therefore, it was important that the grammar,
study addresses the following research question:             definitions and concepts were exact and correct.
What kind of learning outcome can be achieved                    The National core curriculum for basic
after playing AR game in fire safety?                        education determines what is taught in Finnish
                                                             schools, yet the Finnish teachers hold their
2. Pedagogic design principles                               autonomy how they teach and what kind of
                                                             learning material they want to use. Before the
                                                             game design process started, we checked that the
    Some results of the earlier studies show that to         cognitive content of the game was connected with
design a successful learning game, the approach
                                                             the learning content of the National core
needs to lie on pedagogy [19]. Moreover, we                  curriculum for basic education. We decided to
wanted to combine the abstract learning and                  provide additional material for teachers, such as
concrete experience [20]. Furthermore, we                    slides about fire safety, lesson plans and some
understood that the game needed added value as a             additional information about the game metrics.
pedagogical tool for educators, for instance fire
                                                                 Universality is the fifth principle that we
authorities, public education coordinators at the            applied. Despite fire safety being of interest at a
fire service, the youth activities of voluntary fire         global scale, not all the safety signs are equal,
departments and school teachers. Therefore, the              neither is the emergency phone number which in
game had to balance well. Our task was to create             Finland and in most of the European countries is
a game that children would agree to be fun and               112. Nevertheless, the game was published for
entertaining, and the educators would consider the           iOS and Android mobile devices in the two most
game to be serious enough for learning material.             popular app stores at a global scale. The game is
    The educational background of this game                  free to download and play. Most of the schools
design lies on a few basic principles. Vygotsky´s            have hired a teacher, who is responsible for the
[21] theory of constructive learning is valued and           hardware and software issues as well as for the use
implemented widely in Western world and                      of the digital learning material. They tend to check
especially in Finland. According to Vygotsky the             regularly the digital content and evaluate whether
learner is an active participant who constructs his
                                                             the material is suitable to be downloaded to the
or her own learning. Therefore, learning is not
                                                             devices owned by the school. To ensure that the



                                                        45
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.

3. Game mechanics design
    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                    Figure 2: Game environment: classroom.
developers, researchers, and fire department
personnel. The aim was to find out a suitable                    The virtual game environment integrates with
virtual environment for such emergency                       the real world via an augmented reality
scenarios, and what kind of game (inter)actions              functionality using machine vision algorithms.
the children and youth engage more with. Based               One of the early brainstorming decisions was to
on our pedagogical aims and principles about                 build the game around these technologies. The
fostering knowledge, skills, attitudes, and                  technology enables the game design to employ
behavioral change i.e., competence [24, 25], we              this dichotomy to a significant degree, while
end up focusing on developing collection of items,           players are allowed to divide their attention
personal customization, scoring system, and game             between these two modes of gaming largely as
world exploration. With these activities we                  they wish. The scanning taking place in the real
wanted the player to be an active participant while          world was designed to engage players to interact
playing.                                                     with real-world environments to enable learning
    Fire safety signs and the use of other items like        outcomes that differ from any mobile game not
floorplans, fire alarms, fire alarm buttons and fire         utilizing the same dichotomy. This approach to
extinguishers were carefully modeled into the                game mechanics were hypothesized to yield more
game to improve player´s awareness towards                   holistic learning outcomes, possibly including
these objects existing in the real world.                    changes not only in players’ knowledge, skills and
Furthermore, a set of minigames and actions were             attitudes towards fire safety, but also in the
designed to improve player´s knowledge and                   attention they pay to fire safety signs in their
skills and playing experience.                               every-day environment. Scanning the signs in the
    The virtual game environment represents a                real world occurs by activating the mobile phone
school building with three floors. (Fig. 1). Each            camera and using it to catch a sign in real spaces,
floor has classrooms to unlock (Fig. 2) and a set            for instance, own school or near-by public spaces
of hazards, newspapers and minigames to play                 (Fig. 3). The machine vision algorithm recognizes
and discover.                                                the sign that together with a dedicated neural
                                                             network informs the game of the scanned safety
                                                             sign (Fig 4).




Figure 1: Game environment: corridor with floor
map.
   The player can move freely within the three
floors and the yard surrounding the school. To get           Figure 3: Players scanning the safety signs.
inside the locked classrooms (Fig. 2) which are
originally locked, the player needs to scan safety
signs in real-world buildings (Fig. 3).




                                                        46
                                                                 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.
                                                                 With knowledge and skills related questions,
                                                             the verification of player’s learning is based on a
Figure 4: Required items to unlock the classroom             repeated measures research design implemented
door for answering the questions.                            into the game. Twelve out of 18 questions (excl.
                                                             attitude questions) form a baseline, a comparison
    The technology used in Virpa Fire Expert                 point for each player’s personal learning on their
functions well in most of the buildings, also when           way to the end of the game. The first questions of
the illumination of the building is not very                 each sign/room, i.e. 6 questions in total, represent
effective. The algorithm was set to identify the             most genuinely each player’s baseline in
following signs: exit, fire alarm button, fire               understanding fire safety signs since these
extinguisher, fire hose reel, assembling point and           questions are asked before any treatment of that
defibrillator. It also could identify actual fire            specific topic. Same 12 questions are repeated in
alarm buttons and extinguishers.                             the final exam, which allows a comparison of
    After scanning a specific sign, the player could         answers in the beginning and at the end of the
open the door of one of the three rooms reserved             game play. The underlying assumption is that the
to teach the concepts related to specific sign. In           treatment – the information the player is exposed
the first room the player meets a fire officer (Fig.         to during the game play – will increase the number
2) who makes a question regarding the knowledge              of correct answers in the final exam compared to
about the scanned sign (e.g., do all extinguishers           the baseline answers. In addition, the final exam
have the same chemical product inside?). The                 consists of six new questions about same topics.
player will be granted with a bronze star linked to          That is to confirm the correctness of the learning
that sign if the question was answered right (the            measurement (i.e., to avoid confirmation bias).
player could change the answer infinitely).                  This comparison of pre- and post-intervention
    Another scan of the same sign and the bronze             answers produces a learning rate for each player.
star will grant the player rights to open the second             Behavioral learning is built on the AR features,
room, where a skills related question is posed (e.g.         which are to encourage players to move, search,
how is a fire extinguisher used?). A right answer            identify and scan fire safety signs in the real
to that question grants the player a silver star. The        world. In contrast to knowledge, skills and
silver star and a third scan of the same sign give           attitude related questions discussed above, the
rights to open the third room, which poses an                measurement of the behavioral change of the
attitude related question (e.g., how important is            player lacks a similar, in-game determined
this sign?). Any answer in the attitude question             baseline: We do not know how the player has
grants a gold star and an access to a final exam.            acted before the game play. Thus, the verification
    Pedagogically the game flow is that the                  of learning must assume that the player has not
teaching material presented to the player after              observed any fire safety signs before the gaming
each question (e.g., knowledge of extinguishers)             experience. The assumption is that each scanned
provides an answer to the next question (e.g.,               sign is a positive signal towards the behavioral
skills in using extinguishers). The attitude-related         change, and the larger the personal sign collection
question has no correct answer, and therefore the            and the number of scans is, the more the player
teaching material of the skills question prepares            has changed one’s behavior in real life.
the player to the final exam. Notable is that the                In addition to the number of scans and signs,
question will not immediately follow its                     behavioral learning and its verification is based on
corresponding teaching material as the rooms                 the number of visited areas. Area means the
become accessible in a partly non-linear fashion.            player’s geographical (GPS) location during the
Together these questions and their corresponding             sign scan. In the game back-end system, the earth
teaching material prepare the player for the final           is divided into areas (squares) of 200*200 meters.
exam.                                                        To increase scans and players’ behavioral change,



                                                        47
the game rewards the player who conquers the                 years old) from two schools in Southwest Finland
area first. On the other hand, the player gets less          area. The recruitment took place through personal
and less points in the game, if the sign scans are           relations and the participants were not rewarded.
taken in the same area. The points decrease very             As the players were under 15 years of age,
rapidly, which motivates players to move to new              permission for game testing was asked from the
areas. Again, we must assume the baseline                    headmaster, the class teacher and from the
behavior: The players would have not observed                parents.
any signs in a certain area without the motivation               The test subjects created a nick name they had
and intervention given by the game.                          to use in both pre- and post-test questionnaires (T1
    The collected metrics related to number of               and T2). The first test questionnaire (T1) was
areas, scans and different signs will provide us             carried out right before the game play and the
understanding about the behavior of the player               second questionnaire (T2) about 14 days after the
and its assumed level of change due to the game.             initial game play. The average play time during 14
However, we also conducted an external learning              days is not known. The total of 260 (n=260) test
verification with a pre- and post-test questionnaire         subjects participated in T1, and 228 subjects
during a pilot test to get more objective                    (n=228) in T2. Based on the nick name, we could
understanding about where, how much and often                match 193 participants’ pre- and post-test
players observed fire safety signs before playing            questionnaire answers, and further combine 169
the game (see Ch. 4).                                        participants’ IDs with their game play data.
    To keep the player´s interest and engagement             Besides lower number of participants in T2,
on the game, between the scanning actions and the            unequal nick names led to matching problems and
final exam, several minigames and items to find              missing data.
and collect were placed along the school space. A                Based on our earlier studies on game learning
total of nine hazards must be found and solved, for          outcome and usability we included 12 multiple
instance coffee machine with damaged electric                choice questions about safety signs but also
cord, mobile phone charging close to water point,            players´ perceptions about how they learned in the
paint over exit plan, or object obstructing fire exit        game. Questions number 1-9 of T1 were repeated
door. Six newspapers must be found and                       in the questionnaire T2 to allow the comparison of
collected. Each newspaper included a real story of           game play effects in knowledge and behavior of
a fire event occurring a school in Finland. The              participants. These were complemented in T2
three minigames were designed to also teach skills           with questions number 10-14 that surveyed
and improve knowledge. In the skateboard                     participants’ learning and play experiences. In this
minigame, including three levels, the player needs           paper, descriptive statistics is used to show and
to follow exit signs to find the fastest way to              discuss learning outcomes.
escape from a building getting covered of smoke.
The FireMan minigame represented a modified                  1. Have you noticed any safety signs in your school?
version of arcade game PacMan where player                       (no/one/many)
needs to rescue four friends before they are                 2. How many kinds of safety signs have you noticed?
                                                                 (0/1-2/3 or more)
reached by moving flames. The Fire extinguisher
                                                             3. How often do you notice fire safety signs? (every
minigame applied AR technology and displayed a                   day/ every week/ seldom)
virtual fire in the real room occupied by the player         4. Do you know where in the school area this sign is
that need to be switched off. The aim was to teach               [assembly point]? (no/maybe/yes)
the operation of a real extinguisher like pull out           5. Do you know the meaning of this safety sign
the pin, aim to hose to the base of the flames,                  [assembly point]? (no/maybe/yes)
squeeze the handle. Furthermore, in the Fire drill           6. Have you talked about fire safety with your
exercise the player must exit the building                       parents? (no/once/many times)
following the exit signs.                                    7. Have you talked about fire safety with your friends?
                                                                 (no/once/many times)
                                                             8. How often do you think about fire safety?
4. Data collection and analysis                                  (never/seldom/every now and then/often)
                                                             9. What would you pay attention to if you had to leave
   To study learning outcomes and play                           a burning school building? (open)
experiences of the game, we organized play tests             10. Have you talked about the Virpa game with your
                                                                 friends? (no/once/many times)
in schools. The participants were Finnish
                                                             11. What fire safety issues did the game taught you
comprehensive school pupils aged 9-13 (avg. 10,5                 best? (I find the signs easier/ I notice the signs more




                                                        48
    often/ I know what the signs mean/ I know what to             5.1. Effects  on       fire   safety
    do in case of fire/ I know what to do to avoid fire/ I
    think more about fire safety)                                      knowledge, skills and behavior
12. Which part of the game taught you the best fire
    safety issues? (Scanning signs, Room questions,               The first three multi-choice questions were about
    Newspaper stories, Minigames, Hazards, Final                  practical fire safety skills and behavior. Before the
    exam)
                                                                  game play, 22 % of respondents answered they
13. Which one was more fun: playing in the real school
    or virtual school?                                            had not seen any fire safety signs in their school
14. What was the best in the game play? (open)                    (Question 1). After the game play and period of
                                                                  14 days, their amount had dropped to zero,
     For the open-ended Question 9, a                             whereas the percentage of respondents who have
distinguished qualitative inductive content                       observed many signs had increased from 57 %
analysis was carried out (see the chapter 6.1 for                 (T1) to 96 % (T2) (Table 1). Thus, the proportion
results). This kind of method for analysis is used                of people who observed multiple fire safety signs
when it is expected that the knowledge of the                     increased by 49 % (Question 1). The percentage
answers will be fragmented. We carried out this                   of people who observed three or more signs
separate analysis to get a holistic picture about                 increased by 180 % (from 27% to 88%) compared
how the pupils construct their understanding                      to the situation before playing the game (Question
about their measures in the fire scenario at school.              2). The percentage of people observing the signs
The question was: What would you pay attention                    every day increased by 67 % (from 29% to 55%)
to if you had to leave a burning school building?                 compared with the situation before playing the
In total, 240 (T1) and 203 (T2) participants                      Virpa - Fire Expert game (Question 3).
answered to this question. A typical length of                        Questions 4 and 5 were about fire safety
answer was 1 – 3 sentences. The written material                  knowledge. The percentage of respondents who
was read through several times. The students'                     knew the location of the assembly point sign at
answers were compiled into a matrix from which                    school increased from 2 % to 9 % (from 4 to 20
the meaning units, words or word clusters were                    respondents). Although there is a 400 % increase
retrieved. Typical for the content analysis                       in the situation before playing, yet 83 % of the
qualitative method, in the abstraction phase, upper               respondents did not know where at school the
categories and groups were created from                           assembly point sign was located. One reason is
responses by selecting the meaning units from the                 that many participants played only inside the
text. These were individual words (for example                    school and did not find the sign in its real location.
exit) or related entities of a few words (for                     Only about 1 % of the respondents (3 participants)
example to find the assembly point). Two                          answered that they know the meaning of the
researchers carried out the categorizing                          assembly point sign before the game play
independently and the groups were compared and                    (Question 5). In the post-test questionnaire (T2),
discussed one by one. Eventually, the responses                   22 % of respondents (49 participants) thought
were formulated into 10 main categories. A                        they know the meaning.
second round of categorizing answers was carried                      Although the fire safety skills were developing
out by both researchers individually with the                     based on the information that the respondents had
agreed groups. After formatting the groups, the                   noticed more often and a higher number of safety
meaning units were quantified to calculate the                    signs, it seems that playing the game did not
change in answers between T1 and T2.                              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
5. Results                                                        safety (Question 8). 2 % of the respondents
                                                                  answered they think often of fire safety. There was
   The questionnaire answers of the group of                      17 % increase in the figure, but only one more
comprehensive school beta-testers are compared                    student answered often to this question. 36 % of
before and after the game play (questions 1 to 14).               the respondents answered they think every now
In addition, we present the results based on game                 and then of fire safety. The respective number was
metrics, such as the learning rate, the number of                 38 % after the game play.
signs, scans and areas among participants.




                                                             49
Table 1
Changes in Questions 1-5
    Question no.                                        Before (T1)       %           After (T2)        %           Change %
    1. Noticing safety signs in school (Many signs)?    n=259                         n=228
                                                        147               57          219               96          49
    2. Number of safety signs (3 or more signs)?        n=260                         n=225
                                                        71                27          199               88          180,3
    3. Noticing fire safety signs (Every day)?          n=259                         n=224
                                                        74                29          124               55          67,6
    4. Place of assembly point sign? (Yes)              n=242                         n=187
                                                        4                 2           20                9           400
    5. Meaning of assembly point sign? (Yes)            n=259                         n=227
                                                        3                 1           49                22          1533,3


   Based on the current game data, it is hard to                     Table 3
verify knowledge and skills related learning                         Game data of real-life sign detections
outcomes: Only 47 players (28 %) out of 169 test                      number of players scanning             139         82,2 %
participants answered questions in the virtual                        average of different areas             1,39
school environment (Table 2). Naturally, even                         players with scans in 1 area           103         74,1 %
less, only 6 participants, took the final exam.                       players with > 1 area                    36        25,9 %
                                                                      players with > 2 areas                   12         8,6 %
Therefore, the measurement of learning rate is by
                                                                      players with > 3 areas                    6         4,3 %
no means valid (5,1% of improvement on                                median of different signs found           7
average), yet possible to collect and follow in the                   median number of scans                   38
future 2.                                                             maximum number of scans                217

Table 2                                                                 Two positive changes in results were found.
Game data of knowledge and skills questions                          After the game play 38 % less respondents talked
    No. of players in 12 pre-knowledge question           47         about taking or leaving things in the case of
    Average pre-knowledge rate (%)                     30,5 %        emergency (discourse of things and objects).
    No. of players in post-knowledge question              6         Additionally, there was a result 141 % increase of
                                                                     the meaning units mentioning the safety or exit
    Average learning rate (%)                           5,1 %
                                                                     sign. Statistical significances have not been
                                                                     calculated, yet other changes seem minor. This
    Based on the game data, a total of 139 players
                                                                     suggests that two week period with varying
(82,2 %) of all confirmed players (N = 169) have
                                                                     amount of game play had not been effective
scanned fire safety signs, and of them, 74 % in
                                                                     enough to change how participants think they
only one area (Table 3). Low number of different
                                                                     would act in an emergency situation.
areas is due to playing the game mostly in school
                                                                        However, we think this categorization is
premises. However, each (school) building has
                                                                     valuable      knowledge       for    fire     safety
been scanned very carefully as on average
                                                                     communication         itself,     even      without
(median) each player has scanned 38 times and
                                                                     quantification. These spontaneous open answers
found 7 different signs out of 9 possible. Thus,
                                                                     may portray the most truthful picture of fire safety
game statistics are consistent with questionnaire
                                                                     knowledge, skills and attitudes among
answers about the increase in sign observations.
                                                                     participants that the gaming interventions can be
    The distinguished content analysis in the open-
                                                                     compared with.
ended 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.




                                                                50
Table 4                                                      Table 5
Categories and changes in open answers                       Which element in the game best taught you?
 Name of the group           before   after   change                                         no of    percent of
                             %        %       %                                             answers    answers
 Discourse of things:
                                                              Finding and scanning signs        128       57,1%
 what to take or leave       13,9     8,6     -38,3
                                                              Mini games                         98       43,8%
 Paying attention to         21, 2    21,0    1,2
 others: following,                                           Room questions and answers         82       36,6%
 watching, helping                                            Hazards                            77       34,4%
 Following the given                                          Newspaper stories                  47        21 %
 instructions                8,7 %    8,4 %   -3,3 %          Final exam                         31       13,8%
 Watching the safety
 signs                       2,8      6,9     141,3
                                                                Mini-games were mentioned as the second
 Planning a safe exit out;
 routing                     11,5     12,7    10,5
                                                             most important in terms of learning (Table 5), but
 Being calm when                                             mini-games were also clearly perceived as the
 exiting; not panicking      7,3      8,4     14,5           best aspect of the game (Question 14), which may
 How to respond to the                                       affect the perceived learning of the respondents.
 fire and smoke:                                                In open-ended Question 14, we asked what the
 breathing, crawling         15,4     15,8    2,7            best part of the game was. The qualitative content
 Evacuating rapidly;                                         analysis, like in question 9, produced four themes:
 immediate actions           6,1      5,7     -6,8           49 % of the respondents liked the minigames the
 Evacuation in general,
 decision making
                                                             most, the respective percentage of sign scanning
                             7,9      5,6     -29,9
 Empty or inappropriate                                      was 21 %, whereas 7 % liked most the questions
 answers                     5,1      7,0     38,4           and answers, and other activities (such as avatar
                                                             tuning) were mentioned best by 23 % of
                                                             respondents.

5.2. Gaming and learning                                     6. Conclusions
     experiences
                                                                 This research investigated the learning
    In the Question 11 (What fire safety issues did          outcome after playing AR game in fire safety.
the game teach you best? Select one or more                  When enhancing competence in safety culture,
options) the options “I find the signs more easily”          memorizing facts and knowing the definitions or
and “I know what the signs mean” were the most               concepts is not enough. Thus, we see learning as
selected (59 % and 53 % of all respondents). In              a construct, and as a combination of knowledge,
line with answers in questions 6, 7, and 8, the least        skills and attitudes. A well-designed learning
answered option here was “I think more often                 game provides possibilities for individual tasks,
about fire safety”. Yet, it was still mentioned by           and it is both experiential and memorable.
35 % of all respondents denoting rather even                     Playing a digital game provides us with a view
distribution of answers across the different                 of pupils´ behavior in the case of emergency. To
options. This implies that the game manages to               create a learning environment that enables
teach fire safety in a variety of ways without               ‘transferring’ i.e., applying something learned in
sacrificing any aspect. This is supported in that,           the game to real environment, is somewhat
on average, each respondent selected 2.8 out of 6            challenging. However, after the Virpa game play,
options. The game had sparked more debate with               school aged children seemed to know the meaning
friends than fire safety issues themselves                   of safety signs better, and they also knew where
    Different elements of the game (Table 5) seem            the signs were located. Both, participants’
to be in balance in terms of perceived learning              subjective answers and game data, point to
(Question 12). Only teachability of the final exam           increase in their knowledge and change in
remains rather poor (14% of respondents), but the            behavior. We conclude that with the help of
explanation is that this has been visited and                digital game intervention the school-aged children
performed by only minor proportion of players.               were able to recognize the safety signs better than
The most important element in the game in terms              before. With the results of this study, we agree
of subjective learning was, as expected, the search          that digital technology and AR can help pupils to
and scanning of signs (57% of respondents).                  learn the fire safety signs and remember fire safety



                                                        51
issues in their built environment. This is a               7. Acknowledgements
valuable finding as these actions were made
without any assistance from the school. These
                                                              The work is part of the Virpa 2 project funded
results show that playing a digital game may give
                                                           by Fire Protection Fund in Finland. Thanks to
a new start in the person´s behavior. Later, it is
                                                           both Virpa teams (Fig. 5) at Turku Game Lab in
possible that this behavior of observing carefully
                                                           the Turku University of Applied Sciences.
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.
    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             Figure 5: The Virpa team at Turku Game Lab.
and virtual reality environments could reveal the
baseline: where, how much and how often players
observe signs before playing. One possibility for          8. References
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