SOLE SEARCHING: AN AR TREASURE HUNT FOR HEALTHY LIVING COURSE
Nanyang Technological University (SINGAPORE)
About this paper:
Conference name: 20th International Technology, Education and Development Conference
Dates: 2-4 March, 2026
Location: Valencia, Spain
Abstract:
Healthy Living and Wellbeing courses are often delivered in sedentary classroom environments even though the curriculum promotes active lifestyles. To address this mismatch, we developed an AR-enhanced treasure hunt, “Sole Searching,” to provide a more embodied and socially interactive learning experience. Using Polycam for 3D scanning, Unity for game development, and Vuforia for image and object recognition, we built a mobile app that enabled teams of students to receive location-based clues, scan physical landmarks, complete short wellbeing quizzes, and pose with AR objects for photo challenges. Students uploaded their photos to Padlet, which allowed instructors to monitor task completion in real time. We analysed 114 survey responses and all Padlet submissions.
Quantitative results showed consistently high ratings across all items, with means ranging from 4.14 to 4.52 out of 5. These results indicate that the experience was highly effective for motivation, enjoyment, collaboration, and exploration. Social, physical, and emotional engagement were strong, while cognitive engagement and behavioural intent were positive but comparatively lower. This pattern indicates that the activity successfully activated students but that deeper conceptual consolidation may require structured post-activity reflection.
Qualitative findings supported these interpretations. Students’ most enjoyable aspects involved bonding with groupmates, walking across campus, discovering unfamiliar locations, and solving clues together. Students reported key takeaways related to small and sustainable lifestyle changes, NEAT activities, diet variety including the idea of consuming thirty plant types each week, stress management techniques, and familiarity with campus wellbeing resources. Several students applied course concepts during the activity, such as functional strength principles, sleep cycle knowledge, drama triangle roles, and gut health. Most suggestions for improvement focused on AR usability, including front camera support, clearer recognition prompts, reduced lag and battery consumption, and more varied puzzle formats.
Sole Searching demonstrates strong potential for shifting healthy living education from passive instruction to active and place-based learning. Future iterations should prioritise device inclusivity, optimise AR performance, and incorporate guided reflection to strengthen cognitive engagement and support sustained wellbeing practices.Keywords:
Augmented Reality, Gamification, Healthy Living and Wellbeing.