EventsThe 1st International Online Conference on Education Sciences
Published
This submission belongs to the session S1. Technology Enhanced Education of the event The 1st International Online Conference on Education Sciences
Published date
10 Jun, 2026
Academic Editor
author-avatarMike Joy
Citation
Dr. Tegar Septyan Hidayat, Game-As-Reality (GAR) Pedagogy for Planetary Health Education: A Hybrid Metaverse Pilot Program for Indonesian Youth, in Proceedings of The 1st International Online Conference on Education Sciences, 15 June–17 June 2026, MDPI: Basel, Switzerland
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Game-As-Reality (GAR) Pedagogy for Planetary Health Education: A Hybrid Metaverse Pilot Program for Indonesian Youth

Dr. Tegar Septyan Hidayat 1
1. Sustainability Research Group, TEG Institute (Technology & Education Global), Jakarta 13230, Indonesia, Indonesia
Abstract

Introduction:

Introduction: Indonesian youth face a converging syndemic crisis, with 87.8% demonstrating insufficient physical activity and elevated NCD risk intertwined with environmental degradation. Current traditional education does not provide an integrated response to these multiple and intertwined threats. So, this study develops, designs, and tests a new transformative pedagogy called Game-As-Reality (GAR) Education, which integrates planetary health education through the use of a hybrid reality for Indonesian youth.

Methods

We conducted a randomized pilot study, which consisted of forty university students who were randomly assigned (block randomization) to either an experimental (n = 20) or a control group (n = 20). Experimental group participants completed the Game-As-Reality intervention, which included a mobile VR/AR metaverse with AI-driven motion sensors to create the narrative of "Planetary Health Heroes." The control group received standard health education materials without gamified or immersive elements. Three measures of the syndemic effects were assessed: the Integrated Planetary Health Behavior Scale (IPHBS), physical activity (IPAQ) to represent active mobility, and affective engagement (PANAS), at Week 1 as the baseline and Week 5 as endpoint of the intervention.

Results and Conclusion

The experimental group demonstrated significant improvements across all syndemic outcomes (p < 0.05). Specifically, the experimental group showed significant improvement in all seven domains of the IPHBS, including active transportation and waste reduction. The experimental group also reported physical activity levels comparable to the WHO and exhibited a decrease in sedentary behavior. Affective engagement was 60 percent greater among the experimental group than the control group (p < 0.05).

This pilot study demonstrates that GAR pedagogy effectively enhances active mobility, planetary health behaviors, and educational engagement simultaneously. The hybrid reality aspect of this approach provides a culturally relevant and scalable solution for creating "Planetary Health Citizens" that support SDGs 3, 4, and 13 in Indonesia.

Keywords
Game As Reality (GAR) : planetary health education
gameful metaverse
hybrid reality
the syndemic trap
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