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 LalliConceptualization
;Claudia CapelliResources
;Gaia Filomena FarinaData 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.I documenti in IRIS sono protetti da copyright e tutti i diritti sono riservati, salvo diversa indicazione.