Emerging technologies for learning in occupational safety and health: the experience of the videogame “Becoming safe”

E. Pietrafesa, R. Bentivenga, Sara Stabile
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Abstract

In the paths for transversal skills and orientation (PCTO), italian students are considered like workers and therefore they must receive adequate information and training on occupational safety and health (OSH). These methods allow the students not to be excluded from the preventive measures of the health and safety at work by directing them towards self-protection.Today, this process can be supported through the use of digital tools such as videogames. The study describes a participative research and co-design work in 7 Italian high schools of agricultural, construction and manufacturing sectors, in order to co-create an educational tool (videogame) to promote OSH during the PCTO. The format could be a support for training and usable both in the classroom and in internship, according to the indications for the serious game’s design.The study applied qualitative and quantitative methods: survey (277 students), word cafés/focus groups (50 students), 10 semi-structured interviews and 3 WhatsApp groups (12 students) to facilitate the participation and the engagement of teachers, students and OSH experts. Learning by playing has always been an activity, technologies today make it easy and funny, while gaming can offer cognitive and operational elements suitable for recognizing and therefore preventing the occupational risks. 
职业安全与健康学习的新兴技术:电子游戏“变得安全”的体验
在横向技能和定向培训(PCTO)中,意大利学生被视为工人,因此他们必须获得关于职业安全与健康(OSH)的充分信息和培训。这些方法通过引导学生进行自我保护,使他们不被排除在工作中健康和安全的预防措施之外。今天,这个过程可以通过使用电子游戏等数字工具来支持。该研究描述了在意大利农业、建筑和制造业的7所高中进行的一项参与性研究和共同设计工作,目的是共同创建一种教育工具(视频游戏),以促进PCTO期间的职业安全与健康。根据严肃游戏设计的指示,这种形式可以支持培训,并且可以在课堂和实习中使用。本研究采用定性和定量方法:调查(277名学生)、word cafims /focus groups(50名学生)、10个半结构化访谈和3个WhatsApp groups(12名学生),以促进教师、学生和职业安全与健康专家的参与和参与。在游戏中学习一直是一种活动,如今的技术使其变得简单而有趣,而游戏可以提供适合识别和预防职业风险的认知和操作元素。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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