3. Reality Check
Some risk factors identified by the government’s Independent
Taskforce on Workplace Health & Safety:
• insufficient knowledge of risks and specific hazards,
• insufficient knowledge of regulatory requirements,
• low worker engagement,
• a risk tolerant culture,
• and low literacy and poor communication skills.
4. High-risk workers
“Vulnerable groups include males, youth, older people, the
self-employed and workers with low literacy and
numeracy skills.“
“There is a lethal nexus between high-risk population groups
and high-risk industries.”
• Independent Taskforce On Workplace Health & Safety
5. Busy workers
Casual and self-employed workers are also high-risk
But even highly-literate workers have challenges:
• Busy
• Multi-tasking
• Short attention spans
• Trained to want immediate gratification for anything digital
• Facebook and YouTube are your competition
20. How effective are Training Games?
• 14% higher skill-based knowledge levels
• 11% higher factual knowledge levels
• 9% higher retention levels
Sitzmaan, T. (2010). “A meta-analytic examination of the
instructional effectiveness of computer-based simulation
games.” Personnel Psychology.
21. How effective are Training Games?
The most frequently outcomes and impacts were
• knowledge acquisition/content understanding and
• affective and motivational outcomes
Connolly, T., Boyle, E., MacArthur, E., Hainey, T. &
Boyle, J., (2012). “A Systematic Literature Review of
Empirical Evidence on Computer Games and Serious
Games.” Computers & Education 59.
22. Benefits of E-learning and Simulation
• Complete it at your own pace, own time
• Easily accessed online
• Scales well
• Measurable – quizzes to track understanding
• Measurable – track compliance
• Fail safely
• Simulate high-risk inaccessible environments safely
• Rehearse high-risk procedures
• 3D spatial awareness and familiarisation
24. ACC’s Home Safety Serious Game
• Every year, more than 10,000 Kiwis need to take a week or
more off work because of a home fall
• More than one third of the roughly 1.7 million claims ACC
receives every year are for injuries received in and around
the home
• Around 40% of home injuries happen because of falls
• Most falls happen to working age people
www.safehouse.co.nz
25. Learning Objectives
• Identify risks and what to do about it
• The assessment of a risk – low; medium; high.
• Address the ‘it will not happen to me’ mindset
• Understand the notion that familiarity leads to complacency
• Understand that our actions change outcomes for others
• Be able to assess the impact of gravity and heights
But how to get people to volunteer to play
26. Design Features
• Control a family of four
• During a zombie invasion
• Everyday household objects are either hazards for your
family, or weapons for zombies
• Creates tension: Do I remove the hazard or use the
hazard?
• Either way, the consequences of the hazard are
communicated
• Transfer the learning to the real world. Stop and reflect:
Is there a stray power cord near you now?
www.safehouse.co.nz
29. Safe House Pilot Results
8,769 people played the serious game in 3 months
• which caused 70,846 virtual injuries
• and 6,686 virtual deaths
• 63% of app users used it more than once
• App users voluntarily played for 11:43 minutes on each visit
• 45% app players reached level 3 (25 minutes of effort),
covering the core learning objectives.
• Exceeded expectations in user testing. Health and Safety
was actually engaging.
www.safehouse.co.nz
Hinweis der Redaktion
http://itcon.org/data/works/att/2011_8.content.08982.pdf
National Research Council of Canada, Centre for Computer-assisted Construction Technology;