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I vilt ljus: Så hanterar du möten med djur i naturen.
Blekinge Institute of Technology, Faculty of Computing, Department of Technology and Aesthetics.
Blekinge Institute of Technology, Faculty of Computing, Department of Technology and Aesthetics.
2025 (Swedish)Independent thesis Basic level (university diploma), 10 credits / 15 HE creditsStudent thesisAlternative title
In the wild light: How to handle encounters with animals in nature. (English)
Abstract [sv]

I dagens digitala samhälle finns ett ökande behov av att sprida viktig säkerhetsinformation på ett engagerande och effektivt sätt. Projektet syftar till att utveckla en interaktiv webbapplikation i Twine för att utbilda användare i hur man bör agera vid möten med vilda djur, med särskilt fokus på varg. Genom att kombinera berättande scenarier, faktatexter och quiz skapas en lärandeupplevelse som bygger på spelifiering och användarinteraktivitet. För att utvärdera applikationens pedagogiska effekt genomfördes ett användartest med 35 deltagare. Resultaten visar att 77,1 % av användarna kände sig mycket säkra på hur de skulle agera efter att ha använt appen, jämfört med endast 2,7 % före. 97,1 % lärde sig vad de skulle göra om en varg följde efter dem, och 94,3 % upplevde quizet som både roligt och lärorikt. Resultatet visar att interaktiva digitala lösningar har stor potential att förmedla praktisk kunskap och öka handlingsberedskap i naturrelaterade risksituationer. Applikationen kan därmed fungera som modell för liknande utbildningsinitiativ inom andra säkerhetsområden.

Abstract [en]

In today’s digital society, there is a growing need to communicate important safety information in engaging and effective ways. This project aims to develop an interactive web application in Twine to educate users on how to act when encountering wild animals, with a specific focus on wolves. By combining storytelling scenarios, factual texts, and quizzes, the application creates a learning experience grounded in gamification and user interactivity. To evaluate the pedagogical effect of the application, a user test was conducted with 35 participants. The results show that 77.1% of users felt very confident about how to respondafter using the app, compared to only 2.7% before. Additionally, 97.1% learned what to do if a wolf follows them, and 94.3% found the quiz both fun and educational. The findings indicate that interactive digital tools have strong potential for conveying practical knowledge and increasing preparedness in nature-related risk situations. The application may serve as a model for similar educational initiatives in other safety contexts.

Place, publisher, year, edition, pages
2025. , p. 11
Keywords [en]
Interactivity, digital learning, wolves, safety, gamification, Twine, nature education
Keywords [sv]
Interaktivitet, digitalt lärande, varg, säkerhet, spelifiering, Twine, naturpedagogik
National Category
Other Educational Sciences
Identifiers
URN: urn:nbn:se:bth-28020OAI: oai:DiVA.org:bth-28020DiVA, id: diva2:1965235
Subject / course
ME1649 Diploma project in Digital Learning
Educational program
MEGUL Design of Digital Experiences for Learning
Supervisors
Examiners
Available from: 2025-06-19 Created: 2025-06-08 Last updated: 2025-09-30Bibliographically approved

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50db50b7e4902984ebd52cc27ce3c63b67daa0724eb52d02be735a98eb5fc6867c6332056403d74b32a850584ebb4cfa2d48a0676a1932063f357dc5a4b74f73
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CiteExportLink to record
Permanent link

Direct link
Cite
Citation style
  • apa
  • ieee
  • modern-language-association-8th-edition
  • vancouver
  • Other style
More styles
Language
  • de-DE
  • en-GB
  • en-US
  • fi-FI
  • nn-NO
  • nn-NB
  • sv-SE
  • Other locale
More languages
Output format
  • html
  • text
  • asciidoc
  • rtf