Interactive geovisualization in educational escape games: Assessing 2D vs 3D designs on animal welfare awareness
Agricultural education is highly experience-based and context-dependent, which limits the effectiveness of conventional teaching methods for conveying practical applications. To support more immersive and applied learning, we introduce two educational escape games on vision-related animal welfare aspects in poultry production. One game is implemented in 2D and uses text, pictures, and simple animations, while the other takes place on a virtual 3D farm that allows free movement and spatial arrangement of riddles and puzzles. Both versions cover the same educational content. A comparative user study with university students showed that both games improved knowledge levels in reference to a conventional lecture baseline. The 2D version achieved slightly higher user acceptance as a tool for university teaching, whereas the 3D version led to better quantitative learning outcomes and superior time efficiency. Both games were perceived as motivating and suitable for agricultural knowledge transfer.
Authors
- Jan‐Henrik Haunert (ORCID: https://orcid.org/0000-0001-8005-943X)
- Falko Kaufmann
- Inga Tiemann (ORCID: https://orcid.org/0000-0002-3607-4453)
- Dorian Baltzer (ORCID: https://orcid.org/0009-0003-2527-4665)
- Shannon Douglas
Institutions
- University of Bonn (DE)
- Osnabrück University (DE)
- Hochschule Osnabrück (DE)
- GeoInformation (United Kingdom) (GB)
Publication Details
- Journal
- Environment and Planning B Urban Analytics and City Science
- Published
- 2026-07-22
- DOI
- https://doi.org/10.1177/23998083261469008
- Primary Topic
- Educational Games and Gamification
- Type
- article
- Field-Weighted Citation Impact
- 0.00