Stefan Greuter and Susanne Tepe: Designing A Game For Occupational Health & Safety
http://youtu.be/hH6eTJ22eK4
One of the key challenges for Occupational Health & Safety training is to engage learners. Serious Games are a promising vehicle to engage learners and enhance their retention of important concepts. We designed and developed a game as a classroom activity the Occupational Health and Safety Construction Induction course at RMIT that allows students to experiment with workplace hazards in an educational and entertaining way. In this session we talk about the design challenges and the games impact on motivation and knowledge retention.
1. Making Boring Fun: Designing a Game for
Occupational Health and Safety
Stefan Greuter
Susanne Tepe
Frank Boukamp
J. Fiona Peterson
Ron Wakefield
Kimberley d'Amazing
Tim Goschnick
Thomas Harris
Kalonica Quigley
Rhys van der Waerden
2. Construction safety is important
• Australian construction industry represents
9% of the workforce
• 11% of all serious workers’ compensation
claims occur in construction
• Fatality rate in construction is more than
twice the rate for “all industries”
• OH&S Construction Induction Process
– (White Card)
– VET course on Construction Induction defines the
content
People who work in the construction industry
continue to be injured on construction sites
16.11.2012 Games For Change Conference, Melbourne
3. OH&S Construction Induction Training
• Students often disengaged
• Target group consists of surface learners
• Preference towards
– Activity-based classroom teaching
– Instructor monitoring
– Structured course content
– Graphical representations with little text
Maybe construction students are
disengaged because classroom lecturing
isn’t the best teaching method for them
16.11.2012 Games For Change Conference, Melbourne
4. Games
• Provide highly structured environment
• Break down complex tasks into smaller tasks
• Adjust to the individual pace of the player
• Provide immediate and continuous feedback
• Facilitate exploration of multiple solutions
• Require players to formulate hypotheses
• Require player to evaluate the outcome
All of which has been linked with better learning
outcomes, motivation and retention of material
16.11.2012 Games For Change Conference, Melbourne
6. Engagement
• Questionnaire designed to assess
– Enjoyment
– Engagement
– Motivation
• Followed up by interview post game play
• Preliminary results show:
– Players were engaged and immersed
– Indicated positive experience
– Appreciated the design
– Recognised as useful tool for OH&S training
16.11.2012 Games For Change Conference, Melbourne
7. Content Testing
• OHS Test designed to examine
– Testing for transferability of the learning to
real-world situations
– Ability to spot hazards in photos of real
construction sites
– Initial learning and later retention of the
content
• Preliminary results show:
– Gamers able to spot more hazards than non-
gamers
– Gamers more like ‘experts’ in detecting
hazards
16.11.2012 Games For Change Conference, Melbourne
9. Conclusion
• Hazard Identification Game for
construction industry students
• Support the learning and teaching of
construction safety induction
• Provides players with choices to create
their own learning pathway
16.11.2012 Games For Change Conference, Melbourne
10. Trouble Tower for iPad
Search for “Trouble Tower”
www.facebook.com/troubletower
16.11.2012 Games For Change Conference, Melbourne
11. THANK YOU
16.11.2012 Games For Change Conference, Melbourne
White Card
Dr. Stefan Greuter
School of Media and Communication
RMIT University, Melbourne,
Australia
stefan.greuter@rmit.edu.au
White Card
Dr. Susanne Tepe
School of Applied Science
RMIT University, Melbourne,
Australia
susanne.tepe@rmit.edu.au
Notas del editor
Stefan
Office of the Australian Building and Construction Commissioner, have established a construction induction process also known as White Card Training. Everyone intending to work on a Tier 1 construction site must have a White Card
Stefan
Personal experience is that students were disengaged; looking a phone, checking email, playing games
Reference: T. Harfield, et al., "Toward a Learning-Styles Profile of Construction Students: Results from New Zealand," International Journal of Construction Education and Research vol. 3, pp. 143-158, 2007
Games provide flow (Csikszentmihalyi)
Flow is the feeling of complete and energized focus in an activity, with a high level of enjoyment and fulfillment (Mihaly Csikszentmihalyi)
Useful where learning is perceived as complex or boring (Prensky)
Capable of triggering a deep motivation for learning (Bogost, Gee)
Provide ability to experiment with multiple outcomes (Dalgarno and Davies )
Have an advantage over Designed to be engaging and entertaining (Zicherman)
Susanne
All players were engaged and immersed
Players enjoyed the graphics sound and interaction
Were happy to play the game to the end (20 – 25 mins)
Players didn’t find the game too easy or too difficult, which was an important aspect of the flow experience
Most players thought that it is a useful activity to reinforce OH&S learning
Much better than multiple choice test, but that was not really hard to beat.
Susanne
How do you test if a game does what you want it to do? We were looking for transferability from game to real life, and improved retention about hazards.
Shows that students were able to spot more hazards
Students are more likely to agree with experts on what hazards were.
Very optional
Susanne
Kept people from falling asleep
Uniformly happy with playing a game in class
Student became a bit better at recognising hazards
All of the people wanted to play the game to the end.
Isn’t that nice change that people can get hooked for half an hour on a game that is educational.