Gamification using technologies for occupational safety training in the civil construction sector.
BACKGROUND: Although regulatory norms on work safety offer guidelines for organizing and preventing accidents, the construction site is an environment susceptible to deviations, sometimes due to the lack of effective training. To this end, technologies such as virtual reality become possibilities fo...
| Publicado en: | Work Vol. 77; no. 2; pp. 477 - 486 |
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| Autores principales: | , , |
| Formato: | pictorial research systematic review tables/charts Journal Article |
| Publicado: |
Sage Publications Inc.
2024
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| Acceso en línea: | Ver este registro en EBSCOhost |
| fields | @attributes: recordID: 1 pdfLink: plink: https://search.ebscohost.com/login.aspx?direct=true&db=ccm&AN=175396963&site=ehost-live header: @attributes: shortDbName: ccm uiTerm: 175396963 longDbName: CINAHL Complete uiTag: AN controlInfo: bkinfo: dissinfo: jinfo: jid: 10519815 3RC jtl: Work issn: 10519815 maglogo: N pubinfo: dt: 2024 vid: 77 iid: 2 pid: 344 pub: Sage Publications Inc. place: Thousand Oaks, California artinfo: ui: 175396963 172007549 175396963 175396963 10.3233/WOR-220685 175396963 ppf: 477 ppct: 9 formats: fmt: – @attributes: type: T – @attributes: type: P tig: atl: Gamification using technologies for occupational safety training in the civil construction sector. aug: au: Guimarães, Ana Cavalcanti, Marília Vasconcelos, Bianca M. affil: Polytechnic School, University of Pernambuco, Recife, Brazil sug: subj: Construction Industry Occupational Safety Education Teaching Methods Gamification Human Systematic Review Information Technology Utilization Occupational-Related Injuries Prevention and Control Work Environment Software Design Virtual Reality Equipment and Supplies Funding Source ab: BACKGROUND: Although regulatory norms on work safety offer guidelines for organizing and preventing accidents, the construction site is an environment susceptible to deviations, sometimes due to the lack of effective training. To this end, technologies such as virtual reality become possibilities for innovations with great advantages, as they allow simulations, modeling, exploratory environments and games, which allow the user to create a greater connection and interest in the subject in question. OBJECTIVE: This study aimed to present the technological advances applied in safety-oriented training in the construction industry worldwide, emphasizing serious games through a systematic review of the literature. METHODS: The review was carried out using five scientific databases, with a research protocol to answer questions about the application of gamification to guarantee the safety of workers. RESULTS: Fifteen articles were evaluated, with descriptive, observational research and case studies. It was found that the use of technologies in construction safety is not yet a common reality in the sector, as it presents challenges and limitations, such as gameplay and issues related to cost. However, they show great potential as a dynamic solution in the training of civil construction workers, effectively collaborating in accident prevention and work safety. CONCLUSION: Several software programs and applications were found for creating three-dimensional scenes and for providing users with a customized experience according to the needs observed in the virtual interaction; building information modeling tools, which promote realistic project modeling; and equipment to visualize the scenes created. Furthermore, the possibility of combining traditional theoretical teaching with serious games was verified. However, gamification applicability is an alternative that still has limitations, in addition to the lack of flexibility in the rules imposed on the game, hampering users' authenticity in making decisions. pubtype: Academic Journal doctype: pictorial research systematic review tables/charts Journal Article ougenre: Article language: English refInfo: holdings: @attributes: islocal: N |
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