Gamification and Occupational Safety and Health Training: Possibilities for Development in the Latvian Context
Lipnicka, Marianna (2020)
Lipnicka, Marianna
2020
Julkaisun pysyvä osoite on
https://urn.fi/URN:NBN:fi:amk-2020120726688
https://urn.fi/URN:NBN:fi:amk-2020120726688
Tiivistelmä
Latvian Occupational Safety and Health (OSH) industry is currently facing a knowledge gap. Outdated statutory safety laws remained in effect for years and that has a consequential effect on OSH training system and on the mindset of the workers who are exposed to hazardous work conditions. It is well-established that modernization of the training system coupled with gamified learning has helped substantially to reduce workplace injuries and improve productivity.
This study aims to identify two key sets of factors, firstly the OSH factors that are in focus in the existing training system and secondly, the factors that have potential to influence the existing system to adopt gamification as a learning platform. Specifically speaking, this study investigates into the existing Latvian OSH training ecosystem to evaluate the training methods and its impact on both trainers and workers. Subsequently, it delves into the theoretical aspects of gamification and assesses about how meaningfully gamification can contribute to the Latvian OSH training system.
To better understand the compatibility between the contexture of the existing OSH training system and that of gamified learning, an online survey was distributed to both OSH specialists and workers, and a basic gamification-based training framework was conceptualized which could use the data collected from the survey and conceptualize the design of an updated learning environment. Respondents were randomly divided into two segments (small group of OSH specialists and larger group of workers) and asked to respond to a carefully devised questionnaire. Responses were segmentized for the purpose of both quantitative and qualitative analysis. The results showed an overwhelming number of respondents favoring an upgrade of the existing training system and openness to adopt a gamified learning system.
The outcome of this thesis results suggest that Latvian OSH training system needs an upgrade and gamification may have a significant contribution to modernize it and enhance its functionalities. On this basis, the outcome of this thesis can be meaningfully used to lessen the lead time to design a gamification model, in Latvian context.
This study aims to identify two key sets of factors, firstly the OSH factors that are in focus in the existing training system and secondly, the factors that have potential to influence the existing system to adopt gamification as a learning platform. Specifically speaking, this study investigates into the existing Latvian OSH training ecosystem to evaluate the training methods and its impact on both trainers and workers. Subsequently, it delves into the theoretical aspects of gamification and assesses about how meaningfully gamification can contribute to the Latvian OSH training system.
To better understand the compatibility between the contexture of the existing OSH training system and that of gamified learning, an online survey was distributed to both OSH specialists and workers, and a basic gamification-based training framework was conceptualized which could use the data collected from the survey and conceptualize the design of an updated learning environment. Respondents were randomly divided into two segments (small group of OSH specialists and larger group of workers) and asked to respond to a carefully devised questionnaire. Responses were segmentized for the purpose of both quantitative and qualitative analysis. The results showed an overwhelming number of respondents favoring an upgrade of the existing training system and openness to adopt a gamified learning system.
The outcome of this thesis results suggest that Latvian OSH training system needs an upgrade and gamification may have a significant contribution to modernize it and enhance its functionalities. On this basis, the outcome of this thesis can be meaningfully used to lessen the lead time to design a gamification model, in Latvian context.