OSH-DBG AS A METHOD OF DIGITAL PROBLEM-SOLVING FOR LEARNING CONSTRUCTION SAFETY AND HEALTH

Noorsaidi Mahat*, Ahmad Faiz Abdul Rashid, Mohd Azrai Azman, Asmah Alia Mohamad Bohari, Hemyza Budin, Roseline anak Ikau and Nik Umar Solihin Nik Kamaruzaman

Keywords: e-learning, gamification, interactive, learner engagement, direct digital learning.

Abstract: Occupational safety and health (OSH) awareness at the sites are challenging for students. Nowadays, students can be very demanding because they have raised their learning criteria compared to the past generation. Therefore, new pedagogical paradigms need to emphasise creative thought. In this case, gamification in teaching and learning is a creative way to inspire students to learn by incorporating game features to achieve an enjoyable and exciting learning experience. Game-based learning incorporates new skills and concepts by voluntarily enhancing learning engagement and encouragement among players. Gamification is also a successful way to improve students’ habits and attitudes towards learning. Here, OSH-DBG is a digital board game project created for OSH awareness. The board game promotes knowledge and information creation, particularly for built environment students. The result shows that students’ experience in the game is more likely to encourage OSH learning. Besides, the built-in digital and online gamification was found interactive in terms of outcomes and playability. Therefore, this gamification project can help develop knowledge and information about OSH and improve essential skills for the construction industry’s students and future personnel.

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