This study aimed to assess the efficacy of a gamification training course on occupational health and safety. A randomized controlled field trial was conducted with a sample of 229 participants. The participants were divided into two groups: an experimental group (EG) and a control group (CG). The intervention, titled "Let’s play to 626!", consisted of a one-day course comprising a seminar and a gaming session. The participants were assessed using the Q626 questionnaire at baseline (T0) and after the intervention (T1). Descriptive statistics, paired sample tests, and regression analysis were employed to analyse the data. The results showed a significant improvement in knowledge scores for both EG and CG at T1 compared to T0. However, no significant difference was observed between the two groups at T1. Furthermore, the gaming session was found to have a positive but non-significant effect on knowledge improvement. Future studies may explore the long-term impact of gamified learning on occupational health and safety training.
How can you learn general issues on occupational safety and health? A randomized controlled field trial preliminary results for innovative training with gamification: Let’s play 626!
Guendalina Capece
Conceptualization
;
2024-01-01
Abstract
This study aimed to assess the efficacy of a gamification training course on occupational health and safety. A randomized controlled field trial was conducted with a sample of 229 participants. The participants were divided into two groups: an experimental group (EG) and a control group (CG). The intervention, titled "Let’s play to 626!", consisted of a one-day course comprising a seminar and a gaming session. The participants were assessed using the Q626 questionnaire at baseline (T0) and after the intervention (T1). Descriptive statistics, paired sample tests, and regression analysis were employed to analyse the data. The results showed a significant improvement in knowledge scores for both EG and CG at T1 compared to T0. However, no significant difference was observed between the two groups at T1. Furthermore, the gaming session was found to have a positive but non-significant effect on knowledge improvement. Future studies may explore the long-term impact of gamified learning on occupational health and safety training.I documenti in IRIS sono protetti da copyright e tutti i diritti sono riservati, salvo diversa indicazione.