Exploring gamification approach in hazard identification training for Malaysian construction industry

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 pl...

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Main Authors: Mohd., Norhazren Izatie, Ali, Kherun Nita, Bandi, Shamsulhadi, Ismail, Fuziah
Format: Article
Language:English
Published: Penerbit UTM Press 2019
Subjects:
Online Access:http://eprints.utm.my/id/eprint/85110/1/NorhazrenIzatieMohd2019_ExploringGamificationApproachinHazard.pdf
http://eprints.utm.my/id/eprint/85110/
https://dx.doi.org/10.11113/ijbes.v6.n1.333
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spelling my.utm.851102020-03-04T01:39:26Z http://eprints.utm.my/id/eprint/85110/ Exploring gamification approach in hazard identification training for Malaysian construction industry Mohd., Norhazren Izatie Ali, Kherun Nita Bandi, Shamsulhadi Ismail, Fuziah TH Building construction 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. Penerbit UTM Press 2019 Article PeerReviewed application/pdf en http://eprints.utm.my/id/eprint/85110/1/NorhazrenIzatieMohd2019_ExploringGamificationApproachinHazard.pdf Mohd., Norhazren Izatie and Ali, Kherun Nita and Bandi, Shamsulhadi and Ismail, Fuziah (2019) Exploring gamification approach in hazard identification training for Malaysian construction industry. International Journal of Built Environment and Sustainability, 6 (1). pp. 51-57. ISSN 2289-8948 https://dx.doi.org/10.11113/ijbes.v6.n1.333 DOI:10.11113/ijbes.v6.n1.333
institution Universiti Teknologi Malaysia
building UTM Library
collection Institutional Repository
continent Asia
country Malaysia
content_provider Universiti Teknologi Malaysia
content_source UTM Institutional Repository
url_provider http://eprints.utm.my/
language English
topic TH Building construction
spellingShingle TH Building construction
Mohd., Norhazren Izatie
Ali, Kherun Nita
Bandi, Shamsulhadi
Ismail, Fuziah
Exploring gamification approach in hazard identification training for Malaysian construction industry
description 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.
format Article
author Mohd., Norhazren Izatie
Ali, Kherun Nita
Bandi, Shamsulhadi
Ismail, Fuziah
author_facet Mohd., Norhazren Izatie
Ali, Kherun Nita
Bandi, Shamsulhadi
Ismail, Fuziah
author_sort Mohd., Norhazren Izatie
title Exploring gamification approach in hazard identification training for Malaysian construction industry
title_short Exploring gamification approach in hazard identification training for Malaysian construction industry
title_full Exploring gamification approach in hazard identification training for Malaysian construction industry
title_fullStr Exploring gamification approach in hazard identification training for Malaysian construction industry
title_full_unstemmed Exploring gamification approach in hazard identification training for Malaysian construction industry
title_sort exploring gamification approach in hazard identification training for malaysian construction industry
publisher Penerbit UTM Press
publishDate 2019
url http://eprints.utm.my/id/eprint/85110/1/NorhazrenIzatieMohd2019_ExploringGamificationApproachinHazard.pdf
http://eprints.utm.my/id/eprint/85110/
https://dx.doi.org/10.11113/ijbes.v6.n1.333
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score 13.160551