Σχεδίαση και υλοποίηση Phygital εκπαιδευτικού παιχνιδιού απόδρασης και μυστηρίου για την περιβαλλοντική εκπαίδευση, με αξιοποίηση των εργαλείων AR Tutor και H5P : η περίπτωση του "l_earn: Eco-Farm Rescue"
Design and implementation of a Phygital educational escape and mystery game for environmental education, using AR Tutor and H5P tools : the case of "l_earn: Eco-Farm Rescue"

View/ Open
Keywords
Phygital παιχνίδι ; Περιβαλλοντική εκπαίδευση ; Επαυξημένη πραγματικότητα ; Υπολογιστική σκέψη ; Εκπαιδευτικό δωμάτιο απόδρασηςAbstract
This master's thesis focuses on the design, development, and theoretical and design-based evaluation of a hybrid (Phygital) educational escape and mystery game entitled “l_earn: Eco Farm Rescue”. The game is designed for primary school students and aims to connect Environmental Education with problem solving, collaboration, and Computational Thinking. The proposed learning experience combines a physical board game with digital technologies. Specifically, the ARTutor platform is used to connect physical mission cards with digital Augmented Reality content, while H5P is used to develop interactive puzzles, questions, and immediate feedback mechanisms. Students assume investigative roles and collaborate across four thematic zones—Greenhouse, Stable, Recycling, and Energy Park—to investigate the actions of a saboteur and ultimately identify the culprit. The implementation consists of twelve sequential missions using different interaction formats, including 360° exploration, question sets, jigsaw puzzles, image juxtaposition, drag-and-drop activities, and hotspot identification. The design was structured through a Game Design Document and evaluated using a corresponding rubric, focusing on completeness, clarity, game flow, game mechanics, and design limitations. The thesis also documents the use of Generative Artificial Intelligence tools during the development process, emphasizing a Human-in-the-Loop approach and maintaining human control over the final pedagogical and design decisions. The study does not include an empirical implementation with a real sample of students. Therefore, no claims are made regarding the actual impact of the game on learning achievement, motivation, or environmental attitudes. For future evaluation of usability, the System Usability Scale (SUS) is proposed, while the investigation of learning outcomes and possible changes in students’ attitudes requires a separate empirical evaluation.


