An Educational and Immersive VR Escape Room Experience
An Educational and Immersive VR Escape Room Experience
Contributors: Rahul Ajith, Yaksh Patel
Contributors: Rahul Ajith, Yaksh Patel


Introduction
Introduction
Quest for Swaraj (Self-Rule) is a Virtual Reality (VR) experience designed to impart historical education through interactive gameplay. Set against the backdrop of the Partition of India 1947, this VR escape room invites players to immerse themselves in a meticulously recreated British administrator’s office. Through a series of contextually rich puzzles, players engage with the historical narrative and develop an understanding of the complexities and nuances of this pivotal event in Indian history.
Quest for Swaraj (Self-Rule) is a Virtual Reality (VR) experience designed to impart historical education through interactive gameplay. Set against the backdrop of the Partition of India 1947, this VR escape room invites players to immerse themselves in a meticulously recreated British administrator’s office. Through a series of contextually rich puzzles, players engage with the historical narrative and develop an understanding of the complexities and nuances of this pivotal event in Indian history.

Literature Review
Literature Review
In our literature review for "Quest for Swaraj," we delved deep into the transformative potential of VR in educational settings. We examined how VR's immersive capabilities significantly enhance the learning experience, especially in history education, by engaging multiple senses and creating a vivid, interactive environment. The review also sheds light on the effectiveness of gamification in VR, showing how it boosts user engagement and learning retention. Additionally, we explored personalized learning through VR, tailoring content to individual learning styles crucial for complex subjects like history. Varied puzzle types and interactive tasks within the game serve not only to consolidate knowledge but also to keep learners engaged, thereby enhancing both motivation and educational outcomes. The review emphasized the critical role of interaction design in VR, linking intuitive controls and seamless navigation with improved educational outcomes. This comprehensive review laid a solid foundation for our project, underscoring VR's remarkable potential in revolutionizing educational methodologies.
In our literature review for "Quest for Swaraj," we delved deep into the transformative potential of VR in educational settings. We examined how VR's immersive capabilities significantly enhance the learning experience, especially in history education, by engaging multiple senses and creating a vivid, interactive environment. The review also sheds light on the effectiveness of gamification in VR, showing how it boosts user engagement and learning retention. Additionally, we explored personalized learning through VR, tailoring content to individual learning styles crucial for complex subjects like history. Varied puzzle types and interactive tasks within the game serve not only to consolidate knowledge but also to keep learners engaged, thereby enhancing both motivation and educational outcomes. The review emphasized the critical role of interaction design in VR, linking intuitive controls and seamless navigation with improved educational outcomes. This comprehensive review laid a solid foundation for our project, underscoring VR's remarkable potential in revolutionizing educational methodologies.





Levels
Levels
Map Assembly
Map Assembly
Matching Freedom Fighters with their Speeches
Matching Freedom Fighters with their Speeches
The second level aims to deepen the player's engagement with the Indian independence movement by incorporating speeches from key revolutionaries. This level is crafted to give players a personal glimpse into the thoughts and emotions of these historical figures, enhancing the connection to the era. The player is presented with four coins on a table. Grabbing a coin plays an Audio of a speech delivered by one of the following freedom fighters: Mahatma Gandhi, Jawaharlal Nehru, Subash Chandra Bose and Sardar Vallabhbhai Patel. The player is then expected to correctly drop the coin under the portrait of the respective Freedom Fighter. Of the user is correctly able to do so, a spotlight shines upon the table indicating a successful run.
Similar to the previous level, we incorporated affordance in the level by having a silhouette of the coin appear when the player brings it close to the table to indicate interactivity.
The second level aims to deepen the player's engagement with the Indian independence movement by incorporating speeches from key revolutionaries. This level is crafted to give players a personal glimpse into the thoughts and emotions of these historical figures, enhancing the connection to the era. The player is presented with four coins on a table. Grabbing a coin plays an Audio of a speech delivered by one of the following freedom fighters: Mahatma Gandhi, Jawaharlal Nehru, Subash Chandra Bose and Sardar Vallabhbhai Patel. The player is then expected to correctly drop the coin under the portrait of the respective Freedom Fighter. Of the user is correctly able to do so, a spotlight shines upon the table indicating a successful run.
Similar to the previous level, we incorporated affordance in the level by having a silhouette of the coin appear when the player brings it close to the table to indicate interactivity.
For the final level, we implemented a unique jump mechanism and an obstacle course to go with it. The last story takes place outside the house to give the player a sense of approaching freedom and is accompanied by patriotic music to induce a freeing feeling in the player. The player must then navigate to the end of the course using the movement and jumping features. Once the user reaches the end, a flag of Independent India appears, signifying the end of our game. With the final level, we try to capitalize and pay off all the feelings the player has built through the game.
To jump, the player must press the A button on the controller.
For the final level, we implemented a unique jump mechanism and an obstacle course to go with it. The last story takes place outside the house to give the player a sense of approaching freedom and is accompanied by patriotic music to induce a freeing feeling in the player. The player must then navigate to the end of the course using the movement and jumping features. Once the user reaches the end, a flag of Independent India appears, signifying the end of our game. With the final level, we try to capitalize and pay off all the feelings the player has built through the game.
To jump, the player must press the A button on the controller.


The first puzzle involved the assembly of an old map of British India. We digitized a historical map and converted it into sprite render prefabs in Unity, allowing them to function as tangible objects within the VR environment. Each map piece had grab interactivity enabled for the user to pick up. To ensure accurate placement of the map pieces, we developed four sockets, each corresponding to a specific part of the map. Using scripting in Unity, we implemented snap zoning mechanics, allowing each map piece to 'snap' into its designated socket. This mechanism was essential to maintain the puzzle's logical consistency and enhance the player's sense of achievement upon correct placement. A flag is raised whenever a piece is placed at its designated location. Once all the flags are raised, the level is marked as complete, and an audio cue of a cupboard moving lets the player know they can proceed to the next level.
To ensure sufficient affordance in the gameplay experience, the snap zones light up blue to indicate interactivity when the map pieces are brought close to the board.
The first puzzle involved the assembly of an old map of British India. We digitized a historical map and converted it into sprite render prefabs in Unity, allowing them to function as tangible objects within the VR environment. Each map piece had grab interactivity enabled for the user to pick up. To ensure accurate placement of the map pieces, we developed four sockets, each corresponding to a specific part of the map. Using scripting in Unity, we implemented snap zoning mechanics, allowing each map piece to 'snap' into its designated socket. This mechanism was essential to maintain the puzzle's logical consistency and enhance the player's sense of achievement upon correct placement. A flag is raised whenever a piece is placed at its designated location. Once all the flags are raised, the level is marked as complete, and an audio cue of a cupboard moving lets the player know they can proceed to the next level.
To ensure sufficient affordance in the gameplay experience, the snap zones light up blue to indicate interactivity when the map pieces are brought close to the board.






Obstacle Course
Obstacle Course
The primary goal of our user testing phase was to assess the effectiveness, usability, and educational impact of "Quest for Swaraj." We aimed to gather feedback on various aspects of the game, including the interaction mechanics' intuitiveness, the puzzles' engagement level, and the overall user experience. We utilized a combination of direct observation, structured interviews, and questionnaires post-experience. The questionnaires included both quantitative and qualitative questions.
The reviews we got were overall positive. Players found the interaction mechanics intuitive and engaging, particularly praising the puzzles for their balance of challenge and educational content. The overall user experience was highly rated, with participants expressing appreciation for the immersive and informative nature of the game.
The primary goal of our user testing phase was to assess the effectiveness, usability, and educational impact of "Quest for Swaraj." We aimed to gather feedback on various aspects of the game, including the interaction mechanics' intuitiveness, the puzzles' engagement level, and the overall user experience. We utilized a combination of direct observation, structured interviews, and questionnaires post-experience. The questionnaires included both quantitative and qualitative questions.
The reviews we got were overall positive. Players found the interaction mechanics intuitive and engaging, particularly praising the puzzles for their balance of challenge and educational content. The overall user experience was highly rated, with participants expressing appreciation for the immersive and informative nature of the game.
Walkthrough with Narration
Walkthrough with Narration
Walkthrough without Narration
Walkthrough without Narration