Through the work-based learning (WBL), students carry out part of their formative curriculum into working contexts, so that the traditional learning, linked to the individual disciplines, is renovating into a new path that includes informal and non-formal competences. Technology is progressively more used to support innovative teaching that allows young people to acquire new skills to meet the needs of the changing labor market. The study describes a participative research and co-design work realized into seven Italian high schools in the agricultural, construction and manufacturing sectors, to co-create an educational tool (videogame) in order to promote occupational safety and health (OSH). The study applied qualitative and quantitative methods to facilitate the participation and the engagement of teachers and students. Learning by playing has always been an activity, today technologies and gaming can offer cognitive and operational elements suitable for recognizing and therefore preventing the occupational risks.

Emma Pietrafesa, R.B. (2021). Becoming Safe: A Serious Game for Occupational Safety and Health Training in a WBL Italian Experience. Berlin/Cham//New York : Springer [10.1007/978-3-030-52287-2_27].

Becoming Safe: A Serious Game for Occupational Safety and Health Training in a WBL Italian Experience

Pina Lalli
Conceptualization
;
Claudia Capelli
Resources
;
Gaia Filomena Farina
Data Curation
;
2021

Abstract

Through the work-based learning (WBL), students carry out part of their formative curriculum into working contexts, so that the traditional learning, linked to the individual disciplines, is renovating into a new path that includes informal and non-formal competences. Technology is progressively more used to support innovative teaching that allows young people to acquire new skills to meet the needs of the changing labor market. The study describes a participative research and co-design work realized into seven Italian high schools in the agricultural, construction and manufacturing sectors, to co-create an educational tool (videogame) in order to promote occupational safety and health (OSH). The study applied qualitative and quantitative methods to facilitate the participation and the engagement of teachers and students. Learning by playing has always been an activity, today technologies and gaming can offer cognitive and operational elements suitable for recognizing and therefore preventing the occupational risks.
2021
Methodologies and Intelligent Systems for Technology Enhanced Learning, 10th International Conference
264
271
Emma Pietrafesa, R.B. (2021). Becoming Safe: A Serious Game for Occupational Safety and Health Training in a WBL Italian Experience. Berlin/Cham//New York : Springer [10.1007/978-3-030-52287-2_27].
Emma Pietrafesa, Rosina Bentivenga, Pina Lalli, Claudia Capelli, Gaia Filomena Farina, Sara Stabile,
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Utilizza questo identificativo per citare o creare un link a questo documento: https://hdl.handle.net/11585/799779
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