Exploring a VR safety training prototype for active shooting emergency preparedness: Demonstration and preliminary evaluation
DOI:
https://doi.org/10.47989/ir31iConf64285Keywords:
Virtual reality, Active shooting emergency preparedness training, Serious games, Educational gamesAbstract
Introduction. Immersive experiences through virtual reality (VR) offer opportunities to create authentic yet safe learning environments for high-stakes training contexts. In this paper, we present a serious game virtual reality safety training prototype for active shooting emergencies in schools, titled Second Chance. This gamified training application aims to improve students' decision-making during active shooter emergencies based on the ALICE (alert, lockdown, inform, counter, and evacuate) method.
Method. The prototype was developed for Oculus Go, with game mechanics such as progressive level design, interactive tutorial, NPC collaboration, and performance-based progression.
Analysis. We conducted pre- and post-training questionnaires (N = 18) measuring anxiety, motivation, readiness, usability, presence, and perceived effectiveness.
Results. Results showed low pre-training anxiety levels (M = 2.236), moderate to high pre-training motivation (M = 3.861) and post-training perceived training effectiveness (M = 3.824) on a 5-point scale relative to the scale midpoint.
Conclusion. This preliminary evaluation demonstrates the prototype's potential as an entry-level ALICE training tool and provides insights for future comprehensive serious games and gamified VR training research in educational emergency preparedness contexts.
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