{"title":"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","authors":"E. Pietrafesa, R. Bentivenga, Sara Stabile","doi":"10.4995/head21.2021.12936","DOIUrl":null,"url":null,"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. ","PeriodicalId":169443,"journal":{"name":"7th International Conference on Higher Education Advances (HEAd'21)","volume":"8 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2021-06-22","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":"{\"title\":\"Emerging technologies for learning in occupational safety and health: the experience of the videogame “Becoming safe”\",\"authors\":\"E. Pietrafesa, R. Bentivenga, Sara Stabile\",\"doi\":\"10.4995/head21.2021.12936\",\"DOIUrl\":null,\"url\":null,\"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. \",\"PeriodicalId\":169443,\"journal\":{\"name\":\"7th International Conference on Higher Education Advances (HEAd'21)\",\"volume\":\"8 1\",\"pages\":\"0\"},\"PeriodicalIF\":0.0000,\"publicationDate\":\"2021-06-22\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"0\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"7th International Conference on Higher Education Advances (HEAd'21)\",\"FirstCategoryId\":\"1085\",\"ListUrlMain\":\"https://doi.org/10.4995/head21.2021.12936\",\"RegionNum\":0,\"RegionCategory\":null,\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"\",\"JCRName\":\"\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"7th International Conference on Higher Education Advances (HEAd'21)","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.4995/head21.2021.12936","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
Emerging technologies for learning in occupational safety and health: the experience of the videogame “Becoming safe”
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.