Implementing Virtual Reality for Fire Evacuation Preparedness at SchoolsShow others and affiliations
2025 (English)In: Computers, E-ISSN 2073-431X, Vol. 14, no 7, article id 286
Article in journal (Refereed) Published
Abstract [en]
Emergency preparedness training in organizations frequently involves simple evacuation drills triggered by fire alarms, limiting the opportunities for broader skill development. Digital technologies, particularly virtual reality (VR), offer promising methods to enhance learning for handling incidents and evacuations. However, implementing VR-based training remains challenging due to unclear integration strategies within organizational practices and a lack of empirical evidence of VR’s effectiveness. This paper explores how VR-based training tools can be implemented in schools to enhance emergency preparedness among students, teachers, and staff. Following a design science research process, data were collected from a questionnaire-based study involving 12 participants and an exploratory study with 13 participants. The questionnaire-based study investigates initial attitudes and willingness to adopt VR training, while the exploratory study assesses the VR prototype’s usability, realism, and perceived effectiveness for emergency preparedness training. Despite a limited sample size and technical constraints of the early prototype, findings indicate strong student enthusiasm for gamified and immersive learning experiences. Teachers emphasized the need for technical and instructional support to regularly utilize VR training modules, while firefighters acknowledged the potential of VR tools, but also highlighted the critical importance of regular drills and professional validation. The relevance of the results of utilizing VR in this context is further discussed in terms of how it can be integrated into university curricula and aligned with other accessible digital preparedness tools.
Place, publisher, year, edition, pages
MDPI, 2025. Vol. 14, no 7, article id 286
Keywords [en]
virtual reality, serious games, emergency, preparedness, education, training, user flow, technology integration, user experience, case
National Category
Human Computer Interaction Information Systems, Social aspects
Identifiers
URN: urn:nbn:se:his:diva-27002DOI: 10.3390/computers14070286ISI: 001539609400001Scopus ID: 2-s2.0-105011649983OAI: oai:DiVA.org:his-27002DiVA, id: diva2:2097336
Funder
EU, Horizon Europe, 101121134
Note
CC BY 4.0
Correspondence: rashika.tasnim.keya@hvl.no (R.T.K.); ilona.heldal@hvl.no (I.H.)
This research was funded by the European Union’s Horizon Europe research and innovation programme under the Grant Agreement No. 101121134. The APC was funded by Western Norway University of Applied Sciences.
2026-09-012026-09-012026-09-02Bibliographically approved