Gamified immersive safety training in virtual reality: a mixed methods approach

IF 2.1 Q1 EDUCATION & EDUCATIONAL RESEARCH
Amir Haj-Bolouri, Jesse Katende, Matti Rossi
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引用次数: 0

Abstract

Purpose

The reemergence of immersive virtual technology (IVR) provides both opportunities and challenges for workplace learning (WPL). The purpose of this study is to explore and develop knowledge about how gamification influences the WPL experience by addressing two research questions: RQ1. What characterizes a gamified immersive safety training experience with IVR technology? and RQ2. How does gamified immersive safety training with IVR technology impact the WPL experience?

Design/methodology/approach

The study adopted a mixed methods approach by combining a systematic literature review with a case study on an empirical project about immersive fire safety training for train operators that are used at the Swedish train operating company SJ. The case study included data from semistructured interviews, Web survey and observation studies. The data was analyzed in two stages combining inductive and deductive data analysis for identifying themes and categories.

Findings

The findings of the study are twofold: (1) themes that conceptualize the gamified immersive safety training experience based on outputs from both the literature review and the first round of data analysis; and (2) a framework with three overarching categories that are mapped with the identified themes, and which were deduced throughout the second round of data analysis.

Originality/value

The originality of the findings stresses the implications of how a body of knowledge that synthesizes gamification concepts with immersive safety training, can inform the design of WPL experiences that are facilitated with IVR technology. As such, the implications of the findings are targeted toward both the advancement of the IVR discourse in the WPL field, but also toward practical considerations for design of immersive learning experiences that enrich WPL practices and culture.

虚拟现实中的游戏化沉浸式安全培训:一种混合方法
目的 沉浸式虚拟技术(IVR)的再次兴起为工作场所学习(WPL)提供了机遇和挑战。本研究旨在通过解决两个研究问题,探索游戏化如何影响 WPL 体验,并积累相关知识:问题 1.使用 IVR 技术的游戏化沉浸式安全培训体验的特点是什么?采用 IVR 技术的游戏化沉浸式安全培训如何影响 WPL 体验? 本研究采用了混合方法,将系统文献综述与瑞典列车运营公司 SJ 针对列车员开展的沉浸式消防安全培训实证项目案例研究相结合。案例研究包括来自半结构式访谈、网络调查和观察研究的数据。研究结果研究结果包括两个方面:(1) 基于文献综述和第一轮数据分析的结果,游戏化沉浸式安全培训体验的概念化主题;(2) 一个包含三个总体类别的框架,这些类别与已确定的主题相对应,并在第二轮数据分析中演绎出来。独创性/价值研究结果的独创性强调了将游戏化概念与身临其境的安全培训相结合的知识体系如何为利用 IVR 技术促进的 WPL 体验设计提供信息。因此,研究结果的意义不仅在于推动世界公共图书馆领域的 IVR 讨论,还在于为丰富世界公共图书馆实践和文化的沉浸式学习体验的设计提供实际考虑。
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来源期刊
Journal of Workplace Learning
Journal of Workplace Learning EDUCATION & EDUCATIONAL RESEARCH-
CiteScore
3.60
自引率
10.50%
发文量
34
期刊介绍: The Journal of Workplace Learning aims to provide an avenue for the presentation and discussion of research related to the workplace as a site for learning. Its scope encompasses formal, informal and incidental learning in the workplace for individuals, groups and teams, as well as work-based learning, and off-the-job learning for the workplace. This focus on learning in, from and for the workplace also brings with it questions about the nature of interventions that might assist the learning process and of the roles of those responsible directly or indirectly for such interventions. Since workplace learning cannot be considered without reference to its context, another aim of the journal is to explore the organisational, policy, political, resource issues and other factors which influence how, when and why that learning takes place.
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