=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==
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 learning game assessment setting would be a mixed technology gaming experience [10]. The [1] S. M. F. Bernardes, F. Rebelo, E. Vilar, P. player would firstly respond to fire alarm in VR Noriega, T. Borges, Methodological environment. 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