6,063 research outputs found

    Exploring gamification approach in hazard identification training for Malaysian construction industry

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    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 defense, 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

    Teaching Prevention through Design (PtD) Principles Using a Non-Traditional Pedagogical Strategy

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    abstract: Many accidents occur during construction and maintenance of facilities. Both research and practice have demonstrated that decisions made during the design and planning phases before work at a construction site can influence workers’ safety. The Prevention through Design (PtD) concept is the consideration of construction site safety in the design of a project. In one research study, more than 200 fatality investigation reports were reviewed, and the results showed that 42 percent of fatalities reviewed were linked to the absence of the PtD concept (Behm, 2005). This work indicates that the associated risk that contributed to the incident would have been reduced or eliminated if PtD had been utilized. Researchers have identified the reasons for not applying the PtD concept. The predominant reason is that most architects and design engineers do not learn about construction safety and construction processes required to eliminate construction safety hazards through design. Therefore, Prevention through Design education of architects, design engineers, and construction managers is vital. However, in most curricula, there is no room for an entire course focused on PtD. Therefore, one researcher implemented 70 minutes long lecture-based intervention in a project management class of the civil engineering discipline, but it did not prove effective (Behm, Culvenor, & Dixon, 2014). Hence, there is an opportunity to teach PtD to students using alternative teaching strategies such as computer games. Computer games are routinely considered as the most important and influential medium by college students. In this research study, a serious game and a paper-based game (paper version of the serious game) were developed and implemented. The aim of the study was to measure the effectiveness of alternative teaching methods to train students for safe design thinking. The result shows that the computer game engaged the students in comprehensive hazard recognition challenges. The learning experience of the students was compared to two other interventions: paper-based game and lecture-based teaching. The in-class lecture and the computer game were effective in delivering the prevention through design topics. The game was more effective compared to the lecture. The paper-based game failed to motivate students to learn. This dissertation discusses the possible reasons for success and failures of these pedagogical approaches.Dissertation/ThesisDoctoral Dissertation Civil, Environmental and Sustainable Engineering 201

    MANAGING THE INCONCEIVABLE: PARTICIPATORY ASSESSMENTS OF IMPACTS AND RESPONSES TO EXTREME CLIMATE CHANGE

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    A comprehensive understanding of the implications of extreme climate change requires an in-depth exploration of the perceptions and reactions of the affected stakeholder groups and the lay public. The project on “Atlantic sea level rise: Adaptation to imaginable worst-case climate change” (Atlantis) has studied one such case, the collapse of the West Antarctic Ice Sheet and a subsequent 5-6 meter sea-level rise. Possible methods are presented for assessing the societal consequences of impacts and adaptation options in selected European regions by involving representatives of pertinent stakeholders. Results of a comprehensive review of participatory integrated assessment methods with a view to their applicability in climate impact studies are summarized including Simulation-Gaming techniques, the Policy Exercise method, and the Focus Group technique. Succinct presentations of these three methods are provided together with short summaries of relevant earlier applications to gain insights into the possible design options. Building on these insights, four basic versions of design procedures suitable for use in the Atlantis project are presented. They draw on design elements of several methods and combine them to fit the characteristics and fulfill the needs of addressing the problem of extreme sea-level rise. The selected participatory techniques and the procedure designs might well be useful in other studies assessing climate change impacts and exploring adaptation options.sea level rise, West Antarctic ice sheet, climate change

    Mom, Dad It’s Only a Game! Perceived Gambling and Gaming Behaviors among Adolescents and Young Adults: an Exploratory Study

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    Gambling and gaming are increasingly popular activities among adolescents. Although gambling is illegal in Portugal for youth under the age of 18 years, gambling opportunities are growing, mainly due to similarity between gambling and other technology-based games. Given the relationship between gambling and gaming activities, the paucity of research on gambling and gaming behaviors in Portugal, and the potential negative consequences in the lives of young people, the goal of this study was to explore and compare the perceptions of these two behaviors between Portuguese adolescents and young adults. Results from six focus groups (three with adolescents and three with young adults, comprising 37 participants aged between 13 and 26 years) indicated different perceptions for the two age groups. For adolescents, gaming was associated with addiction whereas for young adults it was perceived a tool for increasing personal and social skills. With regard to gambling, adolescents associated it with luck and financial rewards, whereas young adults perceived it as an activity with more risks than benefits. These results suggest developmental differences that have implications for intervention programs and future research

    2013 DRU Program and Agenda

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    2013 DRU Program and Agenda

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    Applied Research Exemplars

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    The Center for Homeland Defense and Security’s unique academic environment brings together mid- and senior-level government officials with world-renowned faculty and experts in the diverse disciplines that comprise homeland security. The CHDS classroom is a place where participants think critically about homeland security issues and work collaboratively to develop strategic solutions. Master’s degree participants research and write course papers along with a final thesis. These original works concentrate on proposing creative policies, strategies and approaches to the public safety challenges facing their agencies and the broader homeland security community

    The Utility and Limits of Self-Exclusion Programs

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    Comprehensive needs analysis for the development of construction safety education tools in immersive reality

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    Construction industry remains one of the most hazardous industries to work in, despite numerous efforts by researchers and practitioners to improve levels of Health & Safety (H&S) and reduce the number of accidents which occur on the construction sites. A potential method to reduce the number accidents is to educate construction workers in hazard identification and to raise their awareness of the risks they face at the construction site through the use of emerging technologies such as Virtual Reality (VR) and Augmented Reality (AR). This paper presents the first intellectual output of an Erasmus+ project titled Construction Safety with Education and Training using Immersive Reality (CSETIR), whose goal is to examine and apply such VR and AR tools to improve the levels of H&S. Through the literature review and discussions with relevant stakeholders, most appropriate training methods were identified for the development of safety educational tools in the following project phases. VR and AR technologies have the potential to train construction workers in H&S, especially those who have little experience in construction safety, workers with literacy limitations and workers that do not speak the local language. Visual training tools, especially immersive ones, also provide better retention of acquired knowledge and skills. An immersive reality safety education tool, therefore, has the potential to increase the levels of construction H&S and to reduce the number of accidents at construction sites
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