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Interactive Narratives for Resilience: Designing a VR-Based Transmedia Learning Intervention for Earthquake Preparedness in Indonesian Schools

  • 2026
  • OriginalPaper
  • Chapter
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Abstract

This chapter delves into the design and development of a VR-based transmedia learning intervention for earthquake preparedness in Indonesian schools. The project targets middle school students, emphasizing the importance of inclusive, child-centered disaster education as highlighted by the Sendai Framework. The intervention integrates immersive VR simulations with classroom guides and story-based activities, creating a multifaceted learning experience. Key topics include the global and Indonesian contexts of disaster risk reduction (DRR) education, the role of transmedia learning and narrative in education, and the potential of virtual reality and serious games for disaster preparedness. The chapter also discusses the design principles and objectives of the intervention, including inclusivity, context sensitivity, and participatory co-design. The project aims to equip students with actionable knowledge, procedural skills, psychosocial resilience, and sustained engagement. The design phase involved iterative cycles of co-design with teachers, DRR practitioners, and students, ensuring cultural alignment and curricular relevance. The intervention addresses implementation challenges such as economic and physical accessibility, language and cultural fit, and curricular integration. The chapter concludes with insights from the design phase and outlines the next steps for evaluation and potential policy integration.

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Title
Interactive Narratives for Resilience: Designing a VR-Based Transmedia Learning Intervention for Earthquake Preparedness in Indonesian Schools
Authors
Muhammad Nabil Oktanuryansyah
Aditya Satyagraha
Copyright Year
2026
DOI
https://doi.org/10.1007/978-3-032-12405-0_11
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