4 research outputs found

    “Woodlands” - a Virtual Reality Serious Game Supporting Learning of Practical Road Safety Skills.

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    In developed societies road safety skills are taught early and often practiced under the supervision of a parent, providing children with a combination of theoretical and practical knowledge. At some point children will attempt to cross a road unsupervised, at that point in time their safety depends on the effectiveness of their road safety education. To date, various attempts to supplement road safety education with technology were made. Most common approach focus on addressing declarative knowledge, by delivering road safety theory in an engaging fashion. Apart from expanding on text based resources to include instructional videos and animations, some stakeholders (e.g.: Irish Road Safety Authority) attempt to take advantage of game-based learning [1]. However, despite the high capacity for interaction being common in Virtual Environments, available game-based solutions to road safety education are currently limited to delivering and assessing declarative knowledge

    Validating Virtual Reality as an effective Training Medium in the Security Domain

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    Virtual Reality (VR) training simulations are an idea which is being explored in numerous industries and professions. However, evidence purporting to the effectiveness of VR technology in relation to standard real-world exercises is still relatively thin. In this paper, we discuss our approach for validating the effectiveness of a VR training for law enforcement professionals in the context of the AUGGMED project, and present results of the validation study. Our study indicates that realistic VR-based trainings, either by themselves or in combination with the traditional hands-on training, can be as effective as highly resource-intensive practical training sessions

    Playing it safe : A literature review and research agenda on motivational technologies in transportation safety

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    While motivation affects safety-related decision-making and human reliability, technologies to promote it are scarcely used. We have only recently witnessed how motivational technologies, including serious games, gamification, and persuasive technologies have emerged on the palette of methods for enhancing transportation safety. However, the research on these technologies for transportation safety is fragmented, preventing future studies and practical efforts. This paper describes the state-of-the-art through a systematic review to address this issue. Analyzing 62 studies, we perceive that motivational technologies focus on reducing the accident likelihood and mitigating their consequences. While these technologies can induce positive psychological change and improve learning, the evidence of behavioral change is mainly limited to simulation settings, lacking examination of the long-term benefits and potential adverse effects. Our results highlight the importance of aligning motivational design with the cognitive demand of the transportation task and the means for improving safety. Future research should explore how motivational technologies can enhance safety from the system design perspective, cover a broader scope of transportation modes, compare their effects to conventional approaches while considering social aspects in their design and evaluation. Beside providing an overview of the area and future directions, this paper also introduces design recommendations to guide practitioners.publishedVersionPeer reviewe

    USING SERIOUS GAMES DESIGNED THROUGH THE GAME ELC+ FRAMEWORK TO ENHANCE DEEP LEARNING IN HUMAN RESOURCES DEVELOPMENT

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    The traditional method of learning has been widely criticised for its limitations and inflexibility to application in non-educational settings. These observations about the traditional modes of learning have necessitated the contemplation and discovery of new approaches embracing technological tools that advances better learning experiences. Hence, new technological innovations, such as Stronger Game or Serious Games (SGs) have been embraced as more effective methods of achieving deep learning. The application of serious game has indeed, gained traction in both the formal educational and human resource (HR) settings, especially for employees’ training and development. Thus, the core question of this PhD research is hinged on whether the SGs are more effective in creating deep learning in adult learners, compared to the more traditional teaching methods. To respond to this query, the study examines the traditional and SGs learning approaches, in order to ascertain which is more effective in creating deep learning in adults, in addition to achieving human resource training and development. To guide the design and development of SGs to support adult DL, this research proposes a pedagogical framework referred to as the Game ELC+ framework that comprises four learning theories namely: The Game (Elements) within the Yu Kai Chou's Octalysis Framework; Bloom Taxonomy’s Player (Learning) Levels; (Cognitive) Theory of Multimedia Learning; and the Ruskov’s four evidence of Deep Learning (+). This framework provides the standard for measuring DL in the design of SGs. The research instruments developed include a traditional andragogical test which uses e-Learning materials containing ten different learning scenarios in the context of workplace HR scenarios, and a digital Serious Game using exactly the same content and scenarios with the traditional andragogical test. ANOVA was utilized as the data analytical approach for comparing the mean score of learners using serious games and the tradition eLearning platforms. The study hypothesised that deep learning can be achieved through the SGs and that it is more effective than the traditional andragogy. It further asserts that participants who used the SGs achieved a higher learning outcome than participants in traditional process. Participant observation during the testing phase suggests that the participants interacting with the SGs demonstrated high level of engagement and curiosity, when compared to participants who used the traditional eLearning platform. The study findings validate the hypotheses. By implication, the SGs designed according to the Game ELC+ framework results in improved learning outcomes. In summary, the findings claim that incorporating SG elements in HR training and development can improve professional practices and mitigate some of the challenges experienced by human resource in the traditional learning environment
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