scholarly journals Exploring gamification approach in hazard identification training for Malaysian construction industry

Author(s):  
Norhazren Izatie Mohd ◽  
Kherun Nita Ali ◽  
Shamsulhadi Bandi ◽  
Fuziah Ismail

In recent years gaming products have increasingly been used to enhance learning and training development in academic and commercial sectors.  Games have become more pervasive; they have been adopted for use in many industries and sectors such as defence, medicine, architecture, education, and city planning and government as tools for workers development.  In Malaysia, it has been reported that the construction industry holds the third highest record of occurrences of accidents at work.  Therefore, safety training is inevitable to reduce the alarming rate of accidents on construction sites.  However, currently, available safety training approaches are still lacking in terms of delivering hands-on training and are more theoretical- instead of being more practical-based.  This is due to the nature of the construction environment itself in which safety training involving certain hazards that cannot be implemented hands-on as it may bring harm to trainers, trainees and the environment.  Gaming is an approach that applies technology to provide an almost real experience with interactive field training, and also supporting the theory of learning by doing with real case scenario.  The purpose of this paper is to seek and explore the differences in existing gamification genres such as simulation game, role-playing, action game, strategy game and etc.  Data were collected through available literature.  The findings of the study show that serious game is a suitable genre to be adopted as an approach in hazard identification training for the construction industry in Malaysia. 

2015 ◽  
Vol 77 (16) ◽  
Author(s):  
Norhazren Izatie Mohd ◽  
Kherun Nita Ali ◽  
Arezou Shafaghat

Construction workers are always exposed to numerous occupational hazards of different kinds and levels of complexity in every project they engage in. Therefore, there is a need for training modules which can provide the knowledge to construction workers to acquire the skills necessary for occupational and environmental safety on site. However, current safety training still lacks hands-on approaches and it is theory-oriented. This is due to the nature of the construction environment itself in which hands-on approaches are impossible to be applied for certain types of hazards. Training which is assisted by technology is an effective tool in improving learning for not just for children but also for adults. Currently, serious game has become a new approach in training and learning not limited to the field of education but this approach has been applied across disciplines and areas including military, mining, transportation, oil and gas and also the construction industry. Therefore, this paper sought to review construction workers’ perceptions toward serious game as a training tool. Fifty players at various levels from the construction industry participated in a pilot study. A set of questionnaire was distributed to the participants during an occupational safety and hazard (OSH) training course with the cooperation of OSH state agency in the southern region of Peninsular Malaysia and also online.  Descriptive statistics were used to analyze data from the questionnaire. Preliminary findings of the pilot study indicated that construction workers had high expectation toward serious game in delivering hands-on training in safer environment. They also believed training module using serious game had the potential in creating affordable, interactive and entertaining training module for the industry. The study contributes to an understanding of occupational safety training needs in the construction industry for a safer, more affordable and interactive as well as entertaining approach.


Author(s):  
Norhazren Izatie Mohd ◽  
Kherun Nita Ali ◽  
Ahmad Faiz Azizi Ahmad Fauzi ◽  
Shirin Shafiei Ebrahimi

In recent years gaming products have increasingly been used to enhance learning and training development in the academic and commercial sectors.  Gaming is an approach that applies technology to provide an almost real experience with interactive field training.  It is an approach that supports the theory of learning by doing with a real case scenario.  The purpose of this paper is to determine serious game attributes to support effective training using serious game approach.  Through systematic literature review on eleven selected articles, nineteen game attributes were identified.  Hence, based on the definition and description from the articles, text analyses were conducted to determine categories of attributes based on educational theories' perspectives.  This study adopted the deductive content analysis approach which 14 relevant research articles between 1994 and 2016 were identified from the Web of Science and SCOPUS databases.  It appears that serious game attributes according to the educational perspectives are being practised using various ideas, terms and concepts.   Hence, the findings can be justified that serious game attributes are important to enhance the effectiveness of training modules.  All these attributes will become part of the serious game framework for hazard identification training modules.  The target is to deliver effective and active training module to construction-related workers.


2018 ◽  
Vol 15 (2) ◽  
pp. 1
Author(s):  
Joy Joshua Maina

The clamour for better quality graduates by architects in the Nigerian Construction Industry (NCI) necessitates a look into the core competencies and the adequacy of architecture education in preparing architecture graduates for professional practice. 116 self-report likertscale questionnaires from architecture graduates (2009-2015), academics and employers were analysed to establish core competencies developed by the graduates while in school. Descriptive statistics, t-tests as well as Mann-Whitney tests for differences in ratings were employed for the study. Results reveal the perceived adequacy of architecture education for the future career of graduates from the academic perspective. Graduates were most proficient at design related competencies while AutoCAD was still considered the most important CAD competency for architecture graduates in the NCI. The study recommends more frequent evaluations of competencies for employability in collaboration with industry as well as embracing BIM related software in line with global best practices. Keywords: Academics, Architecture, Employers, Graduates, Professional competencies, NCI


2019 ◽  
Vol 11 (3) ◽  
pp. 926 ◽  
Author(s):  
Gui Ye ◽  
Yuhe Wang ◽  
Yuxin Zhang ◽  
Liming Wang ◽  
Houli Xie ◽  
...  

Total factor productivity (TFP) is of critical importance to the sustainable development of construction industry. This paper presents an analysis on the impact of migrant workers on TFP in Chinese construction sector. Interestingly, Solow Residual Approach is applied to conduct the analysis through comparing two scenarios, namely the scenario without considering migrant workers (Scenario A) and the scenario with including migrant workers (Scenario B). The data are collected from the China Statistical Yearbook on Construction and Chinese Annual Report on Migrant Workers for the period of 2008–2015. The results indicate that migrant workers have a significant impact on TFP, during the surveyed period they improved TFP by 10.42% in total and promoted the annual average TFP growth by 0.96%. Hence, it can be seen that the impact of migrant workers on TFP is very significant, whilst the main reason for such impact is believed to be the improvement of migrant workers’ quality obtained mainly throughout learning by doing.


2016 ◽  
Vol 32 (3) ◽  
pp. 543-548
Author(s):  
Apinut Wongkietkachorn ◽  
Pangpoom Boonyawong ◽  
Peera Rhunsiri ◽  
Kasaya Tantiphlachiva

1996 ◽  
Vol 23 (2) ◽  
pp. 110-112 ◽  
Author(s):  
Kathryn Graff Low

I describe an undergraduate seminar course on psychotherapy that includes both didactic and experiential components. Students attend lectures, discuss case material, read texts on psychotherapy, and participate in role-playing sessions based on different theoretical orientations. These simulated therapy sessions are videotaped and shared during class. Students critique their own role-plays and receive feedback from peers both in and out of the classroom. Such a course improves communication stills and gives undergraduates hands-on experience in a simulated therapeutic setting. Course evaluations are summarised.


Author(s):  
Mona Ghandi

Social interaction is critical to the physical and intellectual well-being of a functioning democracy. The excessive influence of technology and lack of urban design and planning’s attention to pedestrian experience has caused our interactions to become more private, isolated, and mostly virtual. The following project presents the product of a design-build studio which uses adaptive/Kinetic systems to generate a creative solution to this social problem. Specifically, it will showcase the efforts of students working on a Parklet project, repurposing urban space to advance local business ethics and social justice issues. The Parklet replaces a parking space, fostering increases in social connections, public vibrancy, and support for local businesses. To move beyond schematic design, and offer students an experiment in real-world design issues, this studio provided a hands-on atmosphere for collaborative and consensus design experience, learning-by-doing, detailing challenges, and offsite construction strategies. It was structured to promote lessons in collaboration, construction detailing and process, and adaptive design, including working with city officials to meet code and zoning regulations. Since the project’s site is located in a neighboring city, students prefabricated the pieces in school and shipped and assembled them on site in one day. The studio sought to promote CAAD education, teaching design, and construction, but also innovation and entrepreneurship, through computational technology. The pedagogical framework was defined around various considerations such as structural, functional, financial, aesthetical, technological, and collaboration with other disciplines such as structural engineering and construction management


2003 ◽  
Vol 04 (01) ◽  
pp. 71-85 ◽  
Author(s):  
ROSS W. TRETHEWY ◽  
MARIA ATKINSON ◽  
BRIAN FALLS

2022 ◽  
pp. 271-289
Author(s):  
Violeta Meneses Carvalho ◽  
Cristina S. Rodrigues ◽  
Rui A. Lima ◽  
Graça Minas ◽  
Senhorinha F. C. F. Teixeira

Engineering education is a challenging topic that has been deeply explored in order to provide better educational experiences to engineering students, and the learning by doing approach has been appraised. Amidst a global pandemic, an engineering summer program denominated i9Masks emerged and aimed to create transparent facial masks for preventing the virus spreading. This project had the participation of 21 students from different engineering areas, as well as professors and monitors whose guidance and commitment were of great importance for its success. Aiming to understand the importance of this engineering hands-on project for students' training, two inquiries were applied, being one for students and the other for professors and monitors/researchers. Students described this initiative as an amazing and innovative experience that they would like to repeat and considered useful for their careers. Regarding the impact perceived by the teaching staff, the results proved that they enjoyed participating in the i9MASKS project and sharing knowledge with students in a practical way.


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