scholarly journals Serious Game Attributes for the Construction of a Hazard Identification Framework

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.

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. 


2019 ◽  
Vol 118 (11) ◽  
pp. 603-618
Author(s):  
ZawZawMyint ◽  
Sandeep Poddar ◽  
Abhijit Ghosh ◽  
Amiya Bhaumik

In banking industries, employees are entrusted with different roles and responsibilities, and training enables them to carry out these roles and responsibilities efficiently by let them to learn new things. Moreover, it will prepare them to take up higher responsibilities in the future. Therefore, this study focuses to analyze the employee perceptions on effectiveness of Training Programs in Myanmar Citizens Bank (MCB).  By using the descriptive research method, primary data are collected from the responsible persons and employees of MCB in head office, branches. Secondary data are gathered and scrutinized from relevant text books, records and annual reports from MCB. The research revealed that there are four kinds of training programs in MCB. Moreover, this paper revealed that MCB successfully delivered its training programs in year 2015 to 2018 and the trainees have positive perceptions on effectiveness of training programs in MCB. Based on these results, this paper pointed out the important facts that can give improvement actions for effective and efficient training programs in Myanmar Citizen Banks.


Author(s):  
Tania Pearce ◽  
Lyndal Bugeja ◽  
Sarah Wayland ◽  
Myfanwy Maple

Despite high rates of critical incidents (CIs) in working class occupations, there is a significant gap in our understanding of responses to these events. In this study, we aimed to inform a response training module by synthesising the key elements of pre-, during- and post-incident responses to CIs and suicide in the workplace. A rapid review identified studies on responses to CIs or suicide deaths in the workplace published between January 2015 and June 2020. A systematic search of six databases (Medline, CINAHL, PsycINFO, Sociology Collection, Academic Search and Business Search Complete) and grey literature was performed. Studies were excluded if the focus was on non-colleagues. Two reviewers independently conducted record screening, a review of the full text and assessed study quality. The existing evidence was synthesised and interventions were categorised using Haddon’s Matrix. Five studies were included, reporting on CIs across a range of workplace settings, including railways, factories, police and military, along with external critical response units. Overall, study quality was assessed as being poor. Most of the evidence focused on the pre-incident and post-incident stage. There is little evidence on responses to CIs in the workplace. Evidence-based education and training is necessary to establish organisational responses to assist with supporting workers exposed to workplace CIs.


2005 ◽  
Vol 5 (1) ◽  
pp. 34-41 ◽  

Alison Johnson reviews Eversheds' approach to delivering legal research training and the development of an effective training module which was first delivered in 2002 and has recently had its first cohort moving into qualification and the workplace as fully trained lawyers.


Author(s):  
Brent Cowan ◽  
Hamed Sabri ◽  
Bill Kapralos ◽  
Sayra Cristancho ◽  
Fuad Moussa ◽  
...  

2020 ◽  
Vol 4 (6) ◽  
Author(s):  
Azwar Iskandar ◽  
Achmat Subekan

The objectives of this research are to: (i) evaluate the trainees’s satisfaction on trainers and training performance; (ii) evaluate learning gain or improvement of trainees’s skills, knowledge, and attitude after training; and (iii) know the significant obstacles that can reduce the effectiveness of training. Using the Kirkpatrick Evaluation Model through questionnaire, interview, and descriptive statistics method, this research reveals that: (i) the overall aspect of the implementation evaluation was assessed by participants in the good category although it could not meet the level of expectations of participants that could be seen from the ratio of the average total perception to reality below 100%. On the other hand, the trainers aspect has been able to meet the expectations of participants where the overall level of trainers performance has been assessed by participants and entered into the category of very good; (ii) the results of the evaluation analysis at Level 2 (learning gain) show that most participants graduate with good predicate and get an up/up score so that it can be said that participants have gained additional knowledge after attending the training; (iii) although in general the evaluation results showed good results, there are still some obstacles faced by participants in attending the training. In terms of organizing, participants generally complained about inadequate internet quality in some areas. Meanwhile, in the trainers aspect, participants generally give feedback that teachers can multiply case studies and raise the latest issues in the confectionery of problems related to training materials.


Author(s):  
Aparajithan Sivanathan ◽  
Scott Mcgibbon ◽  
Theodore Lim ◽  
James Ritchie ◽  
Mohamed Abdel-Wahab

Cyber-physical systems enable new digital ecologies in industrial and workplace lifelong learning. This paper reports on early efforts in delivering a virtual environment and system for vocational education and training (VET), in particular targeting the needs of craft and trade skills. The domain of stone masonry is presented herein, where its underpinning activities are learning through virtual environments, simulation and role play. The challenges are not only the synchronicity between physical and software components but also the in-game mechanics that incorporate building blocks of effective training and skills development strategies. A prototype body-area sensor network in a cyber-physical game environment demonstrates the interaction between virtual objects and the player-learner.


Gamification ◽  
2015 ◽  
pp. 1586-1608
Author(s):  
Claudia Ribeiro ◽  
Tiago Antunes ◽  
João Pereira ◽  
Micaela Monteiro

At present, medical knowledge is experiencing an exponential growth. This results in serious difficulties to healthcare professionals in keeping up to date. At the same time, medical education is mostly taught using traditional learning methodologies, not always the most efficient. Recently however, there has been a significant increase in the use of computer games for both teaching and training as several published studies are showing that serious games can be more efficient when compared to traditional learning methodologies. Although the current number of serious games used in medical education is still very limited, the authors agree that it's application could lead to the improvement of medical knowledge and skills. This paper describes the serious game Critical Transport which is based on the Portuguese Society of Intensive Care's recommendations for the transport of critically ill patients, as well as the results of a pre/post-test study focused in determining the Critical Transport serious game efficiency as a training tool for training medical students.


Author(s):  
Chien Yu ◽  
Jeng-Yang Wu ◽  
Aliesha Johnson

While the study of serious games is gradually increasing, the potential of serious games to help increase the effectiveness of training and learning has also been a subject of debate in much of the literature published in the field of teaching and training. The purpose of this chapter is to review what has been studied in the literature regarding serious games for teaching and training. By discussing the foundation of game-based learning, the study not only discusses some of challenges and impacts of serious games for teaching and training, but it also outlines some of the fundamental issues and considerations for the effective use of serious games and strategy of game-based learning.


Author(s):  
Azmir Mohd Yunus ◽  
Ab. Rahim Bakar ◽  
Azimi Hamzah ◽  
Wan Marzuki Wan Jaafar

Existing literature seldom discusses curricula and strategies used by employers to train workers who lack initial training for the occupations in which they are employed. This paper aims to add to this discussion within the context of skill formation for machining workers. The site of the study was a car engine factory in Malaysia. Using a qualitative case study methodology, data were obtained through interviews with the factory manager and trainers, observation of the factory and its training facility, and documents relating to training. The findings show that skill formation is planned as a gradual process. A gradual progression pathway was put in place to serve as both a career track and a learning track for workers. In order to enhance workers’ learning experiences, the factory ensures that (1) workers have sufficient mathematical skill, (2) syllabus and training modules are used for training, (3) training is designed to maximize opportunities for practice, and (4) workers’ skills are continuously assessed.


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