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 defence, 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.
Malaysia is making an aggressive effort of transformation to become a fully developed country. As one of the pillars for transformation, the construction industry has been undergoing a major reform with regard to the traditional method of construction. In recent years, the Industrialised Building System (IBS) has been promoted extensively with the government taking a lead with the practice. Studies showed that IBS has been able to expedite construction process, improve the time taken to accomplish a project, improve building quality, able to control cost and human resources, which in overall, raise occupational health and safety standard of construction. Despite, as most IBS projects were carried out under the traditional procurement method, the full benefits of IBS are somehow obscured. Several issues such as work delay, lack of communication and integration, lack of knowledge and an increase in cost, which are synonymous to the traditional procurement method appear to outweigh the benefit of IBS. Hence, this research aims to suggest an alternative to the traditional procurement method with regard to IBS project implementation. The focus of this research has been on the challenges and innovative procurement methods most suited for IBS project. Two objectives were outlined: (1) to identify issues faced by the client on current procurement method in IBS project; and (2) to identify the client’s perspective on innovative procurement method most suited for IBS project. Data for this research was collected through semi-structured interviews with five respondents from five major developers having experience in IBS project implementation. The results from the thematic analysis revealed that apart from the common issues which ascend from the sequential nature of the traditional procurement method, design integration issue was opined to aggravate the situation. Unanimously, respondents agreed that partnering is the way forward for IBS project implementation in the Malaysian construction industry. This research contributes by providing important pointers for the local construction industry to move forward with IBS project implementation.
In recent years gaming products have increasingly been used to enhance learning and training development in the academic and commercial sectors. Gaming is an approach that applies technology to provide an almost real experience with interactive field training. It is an approach that supports the theory of learning by doing with a real case scenario. The purpose of this paper is to determine serious game attributes to support effective training using serious game approach. Through systematic literature review on eleven selected articles, nineteen game attributes were identified. Hence, based on the definition and description from the articles, text analyses were conducted to determine categories of attributes based on educational theories' perspectives. This study adopted the deductive content analysis approach which 14 relevant research articles between 1994 and 2016 were identified from the Web of Science and SCOPUS databases. It appears that serious game attributes according to the educational perspectives are being practised using various ideas, terms and concepts. Hence, the findings can be justified that serious game attributes are important to enhance the effectiveness of training modules. All these attributes will become part of the serious game framework for hazard identification training modules. The target is to deliver effective and active training module to construction-related workers.
<p class="0abstract">Current serious game framework still lacks in fulfilling the user's requirements. This is due to the framework elements which only focus on the process of delivery. Hence, this study was carried out to determine user’s ability in self-directed learning and their styles in making a decision. This study forms part of a larger research on a framework for serious game frameworks for hazard identification training modules. A set of questionnaire consisting of three sections which are demographic, decision-making styles and levels of self-directed learning was designed. In decision-making styles, 49 items are measured representing eight styles in decision making such as vigilant, dependent, avoidant, anxious, confident, spontaneous, brooding and intuitive. Meanwhile, a self-rating scale consisting of 50 items was used to measure the level of self-directed learning such as awareness, learning strategies, learning activities, evaluation and interpersonal skills. Data was collected from 319 construction-related workers and analysed using mean comparison and ANOVA. Findings confirmed that their style of decision-making is inclined to ‘vigilant’ and ‘brooding’ types. The results revealed two levels of self-directed learning, namely, the moderate level for supervisor and high level for general workers, skilled workers, consultants, management teams and safety trainees. This level of self-directed learning is influenced by their level of education and working experiences. The findings also highlight that decision-making style has a moderate relationship with the level of self-directed learning among construction-related workers. The study contributes to the understanding of the construction workers' needs in enhancing their skills in becoming independent and lifelong learners</p>
Game has been proven an effective approach tool to improve learning and has become a new tool for training delivery. The development of the gamification framework involves integrating design processes which are input, process, and output. The design phase is considered essential to guide the flow of the gamification framework. It offers a safer, interactive, and entertaining learning environment for construction-related workers. This paper aims to report on the approach to design a gamification framework for hazard identification training in Construction using Garris's Input-Process-Outcome game model as the basis. It focuses on the three main design elements: instructional design, game characteristic, and user characteristic. The study outlines two objectives: (1) to identify the game's attributes and Gagne's Nine Events Instructional Methods Design which supports effective learning, and (2) to determine the user's characteristics of self-directed learning. This study focused on designing the Design phase, which consists of three main elements, i.e. instructional design, game characteristics and user characteristics. Mixed methods were used to extract the attributes and elements of the Design phase. Content analysis was carried out to determine the model of instructional design and game attributes. The findings show 12 attributes of the game through content analysis methods. Gagne's Nine Events Instructional Methods Design can support effective learning. Meanwhile, a questionnaire survey was subsequently administered to determine the user's ability to self-directed learning and decision-making style, where 319 construction-related workers responded. Data were analysed using mean comparison. The results showed that construction-related workers belong to the independent learners' category and are inclined to 'vigilant' and 'brooding' types of decision-making style. Findings confirmed that construction-related workers belong to the independent learners' category and are inclined to 'vigilant' and 'brooding' types of decision-making style. Following the aim of this paper, these findings were incorporated into the design phase of the game framework.
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