Interactive Learning: The Earthquake Emergency Kit Game for Children Aged 9-11

Turkey has been the site of devastating earthquakes. According to study conducted in 2010, the probability of a severe earthquake in Istanbul in the next 30 years is approximately 40%. Unfortunately, 72.1% of Istanbul residents do not have an earthquake survival bag. In response to this issue, I am conducting a research project “Interactive Learning: The Earthquake Emergency Kit Game.” This game, developed using the GDevelop software, will allow elementary school students to explore a virtual home and select items for an emergency kit. Correctly chosen items will be highlighted with explanations of their usefulness. Upon completing the game, students will assess the completeness of their emergency kit. A week later, a survey will evaluate whether they managed to prepare survival kits at home, either independently or with parental assistance.

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Publication Details

Journal
Roczniki Nauk Społecznych
Published
2025-12-05
DOI
https://doi.org/10.18290/rns2025.0041
Primary Topic
Educational Games and Gamification
Type
article
Field-Weighted Citation Impact
0.00
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article

Interactive Learning: The Earthquake Emergency Kit Game for Children Aged 9-11

Volkan Davut Mengi
Roczniki Nauk Społecznych
Educational Games and Gamification
article

Interactive Learning: The Earthquake Emergency Kit Game for Children Aged 9-11

Volkan Davut Mengi
article en

Abstract

Turkey has been the site of devastating earthquakes. According to study conducted in 2010, the probability of a severe earthquake in Istanbul in the next 30 years is approximately 40%. Unfortunately, 72.1% of Istanbul residents do not have an earthquake survival bag. In response to this issue, I am conducting a research project “Interactive Learning: The Earthquake Emergency Kit Game.” This game, developed using the GDevelop software, will allow elementary school students to explore a virtual home and select items for an emergency kit. Correctly chosen items will be highlighted with explanations of their usefulness. Upon completing the game, students will assess the completeness of their emergency kit. A week later, a survey will evaluate whether they managed to prepare survival kits at home, either independently or with parental assistance.

Roczniki Nauk Społecznych(Online First)
Mimar Sinan Güzel Sanatlar Üniversitesi (TR)
Openalex Percentile: Top 57%
Educational Games and Gamification
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