Research-backed study using oodlü delivers positive outcomes for disaster mitigation learning
We were delighted to discover that oodlü has been included in a recent Indonesian education research project by Elisah at Universitas Pendidikan Indonesia, titled Pengembangan Media Pembelajaran Smart Box untuk Memfasilitasi Siswa Sekolah Dasar dalam Mempelajari Mitigasi Bencana.
The research focused on the development of a “Smart Box” learning resource to help Grade V elementary school students learn about disaster mitigation. The project was motivated by a real educational need: students in disaster-prone areas had limited understanding of disaster mitigation, while teachers were largely relying on printed images and YouTube videos as learning media.
The Smart Box was designed as a multi-part learning tool. It included learning materials, interactive games, VR videos and disaster simulations, and evaluation questions delivered through the oodlü game platform.
The research used a Research and Development approach with the ADDIE model: analysis, design, development, implementation and evaluation. Data was gathered through observation, interviews, documentation, expert validation and student response questionnaires.
The project was tested in two elementary schools in Kabupaten Kuningan: SDN Padarama and SDN Kalimati. These schools were selected partly because they are located in disaster-prone areas, making the learning context especially relevant.
The outcomes were very positive. Expert validation rated the Smart Box as “very feasible” across three areas: 94.44% from the IPAS subject matter expert, 96.42% from the learning media expert, and 88.46% from the pedagogical expert. Student response scores also improved between the first and second trials, from 94.68% to 95.05%, placing the media in the “very practical” category.
For oodlü, the research is a lovely example of how the platform can be used as part of a wider learning experience. In this project, oodlü was not the whole intervention. Instead, it provided the evaluation game component within a broader physical and digital learning environment. That is exactly the kind of flexible use case we love to see: teachers and researchers using oodlü as one part of a creative, student-centred learning design.
The research suggests that when oodlü is combined with other active learning tools, such as physical materials, interactive games and immersive VR content, it can help turn assessment into a more engaging part of the learning process. In this case, the oodlü game element supported the evaluation stage of learning about an important real-world topic: how children can understand and respond to natural disasters.
We would like to sincerely thank Elisah and Universitas Pendidikan Indonesia for including oodlü in this work. It is always meaningful to see the platform being used in thoughtful educational research, especially when the goal is to help children learn knowledge that may genuinely protect and support them in real life.
Research like this reminds us why oodlü exists: to help educators create learning experiences that are more active, more engaging and more useful for students. In this project, oodlü helped support disaster mitigation learning in a way that students found practical, engaging and appropriate for classroom use. That is something we are very proud to have been part of.