Escape into the Sweet Adventure of Candyland: The Mixed Reality Escape Room Experience

At the heart of an engaging collaboration between People’s Primary School (PPS) and international universities lies a project that combines the magic of storytelling with cutting-edge technology. The Candyland Escape Room is more than just a game, it’s an educational adventure that blends creativity, collaboration, and innovation into a single immersive experience.

The Project and Its Purpose
Since 2017, PPS has been working closely with researchers from the Namibia University of Science and Technology (NUST) and Aalborg University (AAU) to involve 6th and 7th graders in the ideation, design, and testing of educational technologies. The Candyland Escape Room, the latest output of this partnership, is a mixed-reality experience that combines Virtual Reality (VR) and Augmented Reality (AR). It offers children the chance to co-create and explore technologies that promote interactive learning while reinforcing teamwork, problem-solving, and creative thinking.

The story revolves around “Yummy Candyland,” a magical world filled with chocolate waterfalls, licorice fish, gingerbread houses, and ice elves. This enchanting place is guarded by the whimsical Mr. Matoro, a candy-loving creature. Players are tasked with saving this world from decay by completing three challenging assignments.

Through asymmetric game design, the Candyland Escape Room ensures that VR players and their teammates outside the headset collaborate effectively to solve puzzles.

Engaging the Community
The Escape Room project isn’t confined to classroom walls, it’s open to the public at the Namibia University of Science and Technology (HTTPS Building), offering everyone a chance to dive into this sugary adventure. PPS students were pivotal in designing and exploring the game. From conceptualising the narrative to designing puzzles, the students brought their imagination to life with the support of researchers.

Participants had the opportunity to test the game during development, helping refine the experience. During Institutional Research Week, held from October 28th to October 30th, the Candyland Escape Room was unveiled to a broader audience. Researchers, students, and lecturers from various disciplines eagerly explored the escape room, marveling at the combination of technology and storytelling.

A Peek Inside the Game
The adventure begins with a carefully crafted game manual, guiding teams through their tasks. Players in the VR environment collaborate with teammates who solve physical puzzles in the real world. One example is decoding symbols that lead players to questions. The answers provided help unlock elements in the VR world and ultimately lead to a combination lock that secures a treasure chest containing real candy bars.

Building the Prototype
The development of the Candyland Escape Room relied on Unity for the virtual environment and the Oculus 2 for tracking hand gestures. Two manuals were designed: one for children containing puzzles and another for facilitators, ensuring a seamless gameplay experience. Testing involved students split into small groups who provided valuable feedback, helping fine-tune the game’s mechanics.


A Gateway to Learning Through Play
The Candyland Escape Room demonstrates how technology can transform learning into an exciting adventure. It exposes children to emerging technologies like AR and VR while fostering creativity, critical thinking, and teamwork. It’s a project that not only educates but also inspires, turning young learners into innovators and problem-solvers.

If you’re ready to dive into a world of chocolate rivers, gingerbread houses, and magical puzzles, the Candyland Escape Room is calling your name. Come explore, collaborate, and save the magic of Yummy Candyland!

Inside the HARU Robot Workshop Experience

On the weekend of October 18-19, the Namibia University of Science and Technology (NUST) hosted the HARU Workshop, an exciting event that introduced learners to advanced robotics and encouraged global collaboration. The workshop cantered around Haru, a conversational robot, and brought together learners from Namibia, Denmark, and the USA. It was a unique blend of technology, creativity, and cultural exchange.

Haru was designed to facilitate conversations between children from different countries. Learners got to interact with the robot, engaging in conversations that gave them insights into the lives, cultures, and traditions of their peers across the globe. Haru demonstrated just how powerful technology can be in breaking down barriers and connecting people, no matter where they are from.

The workshop didn’t stop at cultural exchange, it also gave participants a chance to flex their creative muscles by designing their own robots. These sessions challenged learners to think about how robots could help with everyday tasks, like shopping or managing consumption. The ideas they came up with were impressive, practical solutions.

The HARU Workshop was a collaborative effort involving NUST, Aalborg University in Denmark, Honda Research Institute Japan, and Indiana University Bloomington in the USA. This international partnership brought together expertise from across the globe, providing participants with valuable knowledge about robotics, design, and cultural collaboration. For the learners, the HARU Workshop was much more than a robotics event. It was an opportunity to engage with cutting-edge technology, develop problem-solving skills, and gain a new appreciation for cultural diversity. The lessons they took away from the experience will likely stay with them for a long time.

The HARU Workshop showed just how impactful technology can be when it’s used to connect people and foster understanding. By blending creativity, collaboration, and cultural exchange, it created a memorable experience that left a lasting impression on everyone who took part.

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COVID-19 COMMUNICATION CHALLENGE Full Terms and Conditions.

  1. The competition is organized by the COVID-Behavioral Change Communication Research Team under the HILREC program.
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