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European Conference on Games Based Learning (ECGBL)
The game is built on accurate 3D hand anatomy adapted for standard 2D touchscreens, and it aims to teach handwashing to near healthcare-level proficiency.
The document presents the design rationale and early evidence for Bubble Beats Trainer 2025, an interactive touchscreen hand hygiene game for children developed by Indelible Learning in collaboration with teachers, students, and parents. Its central thesis is that effective handwashing technique, which public awareness campaigns have failed to instill, can be taught to near healthcare-level proficiency through engaging yet high-fidelity game design. Key design choices include accurate 3D hand anatomy adapted for standard 2D touchscreens, deliberately withheld visual feedback during scrubbing that is revealed afterward via a virtual UV light mirroring real-world Glo Germ demonstrations, and experiential learning that lets players discover when handwashing is indicated. The game is framed within Baranowski's taxonomy of health games and the Transtheoretical Model of behavior change.
Development relied on iterative playtesting with roughly 20 to 50 children per round across May, July, and August rounds, during which engagement and survey scores rose and sessions averaged 7.5 to 12.8 minutes. Players demonstrated greater knowledge of World Health Organization scrub steps. The most significant reported outcome is a real-world increase in scrub steps performed after training, from a mean of 5.50 to 9.57 (p = 0.00094), though full results are reported in separate publications.
The scope centers on children's hand hygiene education within a public health context, with the authors situating the work against the erosion of public trust in health guidance during the recent pandemic and the enduring value of handwashing as a low-cost intervention. The authors are employees of Indelible Learning, the developer of the game under study, a relationship that bears on how the evidence should be weighed. The argument draws heavily on historical examples and behavior change literature rather than introducing new quantitative data.
DiGRA · 2026