Young people are increasingly oriented towards the online gaming platforms. In this paper we present a participative project aiming at experimenting how gaming can be used to promote awareness on issues related to safety at workplace. We realized a participative research and co-designing work in high schools in order to create the video-game Sicuri si diventa (safe we become), to be used as an educational tool to promote health and safety in the internship school program known as work-based learning. The researchers worked in 7 schools connected to the agricultural, construction and manufacturing sectors, aiming at identifying students and teachers’ needs and social representations concerning safety and risks. The research used qualitative and quantitative methods: questionnaires, world café, interviews and WhatsApp groups in order to facilitate the participation and the involvement of teachers and students and building together the contents and the characteristics of the video game.
Lalli, P., Farina, F.G., Stabile, S., Bentivenga, R., Pietrafesa, E., Bernardini, M. (2020). “Sicuri si diventa”: il gaming per la formazione su salute e sicurezza sul lavoro in alternanza scuola-lavoro - “Sicuri si diventa”: gaming and occupational health and safety training for students in school-work experience. Lecce : Pensa Multimedia.
“Sicuri si diventa”: il gaming per la formazione su salute e sicurezza sul lavoro in alternanza scuola-lavoro - “Sicuri si diventa”: gaming and occupational health and safety training for students in school-work experience
Pina Lalli
Primo
Conceptualization
;Filomena Gaia FarinaSecondo
Data Curation
;
2020
Abstract
Young people are increasingly oriented towards the online gaming platforms. In this paper we present a participative project aiming at experimenting how gaming can be used to promote awareness on issues related to safety at workplace. We realized a participative research and co-designing work in high schools in order to create the video-game Sicuri si diventa (safe we become), to be used as an educational tool to promote health and safety in the internship school program known as work-based learning. The researchers worked in 7 schools connected to the agricultural, construction and manufacturing sectors, aiming at identifying students and teachers’ needs and social representations concerning safety and risks. The research used qualitative and quantitative methods: questionnaires, world café, interviews and WhatsApp groups in order to facilitate the participation and the involvement of teachers and students and building together the contents and the characteristics of the video game.| File | Dimensione | Formato | |
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