SERIOUS GAME / EDULEARN 2026

Emergency

Knowing the rule.
Making the decision.

A hotel becomes a place to rehearse the unexpected. Explore, interpret environmental cues and respond to fire or earthquake scenarios in a browser-based learning simulation.

Unity · WebGLAcademic team projectPurdue University
Read the EDULEARN paper ↗
A stylized hotel illustration connects hazard cues with routes and decisions

01 / INSPIRATION

From instructions
to experience.

Emergency education often asks people to remember instructions without giving them a safe place to practice. This project explores that gap through an unfamiliar high-rise hotel, where the same environment can call for different decisions.

02 / GAMEPLAY

One place. Different conditions.

Choose Fire, Earthquake or Random. In Random mode, identifying the emergency is part of the experience. The paper describes four scenario variants: two disaster types, each with an early-warning or an already-escalated situation.

01

Observe

Read the room, notice cues and identify potential hazards.

02

Assess

Interpret the disaster and the conditions around the player.

03

Respond

Explore the scenario's evacuation or sheltering branch.

Reconstructed gameplay flow from the paper; a design explanation rather than real-world emergency guidance.

03 / TECHNICAL IMPLEMENTATION

Learning, attached
to the environment.

The team built the prototype in Unity and exported it to WebGL. Object-based information connects the hotel environment to educational content: looking at a supported object reveals a prompt, and pressing I opens a more detailed information panel.

Look at an object→I→Contextual explanation

The project used iterative sprints, starting with player control, a hotel environment and an educational information display, then refining feedback and presentation.

Fire extinguisher interaction prompt
01 / Encounter — object-specific prompts connect exploration with information.
In-game fire extinguisher information panel
02 / Learn — the information panel shown in the prototype.

04 / LEVEL DESIGN

A familiar building,
an unfamiliar situation.

Inspired by Purdue residence halls and adapted into a hotel, the environment links a starting room, a connecting hallway and an elevator lobby. Reusing this setting across disaster types makes the changing context central to the learning experience.

STARTGuest roomObserve & interact
CONNECTHallwayRead changing conditions
ASSESSLobbyIdentify hazards & choices

Conceptual spatial diagram redrawn for this portfolio. Not a measured floor plan or an evacuation route.

Top-down hotel level layout
Hotel layout — an editor view of the connected rooms and corridor.
Hotel corridor with furniture and environmental obstacles
Player perspective — the same spatial structure seen from the hallway.

05 / RESEARCH & REFLECTION

A working prototype.
An open research question.

The paper reports a functional browser-based prototype and internal demonstrations. Formal participant evaluation was planned as future work; improvements in learning, retention or real-world response have not yet been established by a user study.

Future directions include participant studies, learning analytics, guided walkthroughs and additional disaster scenarios. These are research directions, not claims about features already implemented.

EDULEARN 2026

Adaptive Scenario Simulation for Emergency Preparedness Education: A Serious Game–Based Training Approach

Y. Lee, H. Yu, Y. Li, A. Harwadekar, Z. Wang, G. Pappas
Purdue University, United States

View publication on IATED ↗

Team

Yuna Lee · Game design
Huron Yu · Programming
Yihang Li · Research
Zack Wang · Programming
Aayush Harwadekar · Programming

Project and research descriptions are based on the EDULEARN 2026 paper and team presentation. Hero art and conceptual diagrams are newly drawn for this portfolio. Prototype screenshots are extracted from the team presentation and paired with new captions.