Using serious games to prime safety students for occupational noise exposure risk assessment

dc.contributor.advisor Keren, Nir
dc.contributor.advisor Stone, Richard
dc.contributor.advisor Simpson, Stephen
dc.contributor.author Yrjo, Tavion
dc.contributor.department Computer Science en_US
dc.date.accessioned 2023-08-29T12:04:03Z
dc.date.available 2023-08-29T12:04:03Z
dc.date.issued 2023-08
dc.date.updated 2023-08-29T12:04:03Z
dc.description.abstract Ensuring the safety of our workforce requires substantial training and education of workers. This thesis investigates the potential of priming students with gamification and entertainment techniques in a virtual environment to enhance the training for occupational noise risk assessments. A simulator titled AssessVR, a PC-based application was created to enhance the learning experience of students and safety workers in identifying hazards and assessing risks. This simulator enables students to engage in hazard recognition, develop evaluation strategies, and perform risk assessment and analysis by utilizing the data generated within the simulation. Two studies, a pilot and an enhanced study, were conducted to assess priming learners' effectiveness in enhancing occupational noise risk assessment. The results of the pilot study point to the need for enhancing the gamification of the simulator. Consequently, AssessVR was redesigned as a serious game. In the second study, the gamified AssessVR was used to prime students before they engaged in the risk assessment with a non-gamified, AssessVR. An additional group of students was primed with a non-gamified AssessVR as a benchmark or the assessment of the gamification approach. The results demonstrated that the gamified-based priming significantly improved students' exposure assessments, a critical component of risk assessments. In their assessment, students primed with a gamified approach referenced exposure standards more frequently than those in a traditional utilitarian group. However, not all risk assessment dimensions were improved through gamification.
dc.format.mimetype PDF
dc.identifier.doi https://doi.org/10.31274/td-20240329-856
dc.identifier.orcid 0000-0001-9173-2466
dc.identifier.uri https://dr.lib.iastate.edu/handle/20.500.12876/GvqXjj7w
dc.language.iso en
dc.language.rfc3066 en
dc.subject.disciplines Occupational safety en_US
dc.subject.disciplines Educational technology en_US
dc.subject.keywords Education en_US
dc.subject.keywords Priming en_US
dc.subject.keywords Risk Assessment en_US
dc.subject.keywords Safety Training en_US
dc.subject.keywords Serious Games en_US
dc.subject.keywords Virtual Reality en_US
dc.title Using serious games to prime safety students for occupational noise exposure risk assessment
dc.type article en_US
dc.type.genre thesis en_US
dspace.entity.type Publication
thesis.degree.discipline Occupational safety en_US
thesis.degree.discipline Educational technology en_US
thesis.degree.grantor Iowa State University en_US
thesis.degree.level thesis $
thesis.degree.name Master of Science en_US
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