A Systematic Literature Review of Game-Based Learning and Safety Management

被引:7
作者
Kanade, Sameeran G. [1 ]
Duffy, Vincent G. [2 ]
机构
[1] Purdue Univ, Sch Ind Engn, W Lafayette, IN 47906 USA
[2] Purdue Univ, Dept Agr & Biol Engn, W Lafayette, IN 47906 USA
来源
DIGITAL HUMAN MODELING AND APPLICATIONS IN HEALTH, SAFETY, ERGONOMICS AND RISK MANAGEMENT. HUMAN COMMUNICATION, ORGANIZATION AND WORK, DHM 2020, PT II | 2020年 / 12199卷
关键词
Game-based learning; Safety management; Training; Bibliometric analysis; Harzing; VOSviewer; MAXQDA; Mendeley; AuthorMapper;
D O I
10.1007/978-3-030-49907-5_26
中图分类号
TP [自动化技术、计算机技术];
学科分类号
0812 ;
摘要
With the rapid advancement of computer and multimedia technologies, game-based learning has the potential to increase the effectiveness of learning. One of the applications of game-based learning can be safety training. In this study, a systematic literature review of both these topics has been conducted using tools like VOSviewer, MAXQDA, Harzing's Publish or Perish, AuthorMapper and Mendeley. A co-citation analysis was conducted to determine the most important articles in the literature. It was found that there are very few examples of game-based learning being used for safety training. To encourage the use of game-based learning, it is essential to develop a better understanding of the tasks, activities, skills and operations that different kinds of game can offer and examine how these might match desired learning outcomes. Virtual reality (VE) technology is another promising technology that can be used to increase the effectiveness of safety training. Finally, it was concluded that a combination of cognitive, motivational, affective, and sociocultural perspectives is necessary for both game design and game research to fully capture what games have to offer for learning.
引用
收藏
页码:365 / 377
页数:13
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