International Journal of
Information and Education Technology

Editor-In-Chief: Prof. Jon-Chao Hong
Frequency: Monthly
ISSN: 2010-3689 (Online)
E-mali: editor@ijiet.org
Publisher: IACSIT Press
 

OPEN ACCESS
3.9
CiteScore

IJIET 2024 Vol.14(9): 1227-1238
doi: 10.18178/ijiet.2024.14.9.2152

Enhancing Occupational Health and Safety Education: A Mobile Gamification Approach in Machining Workshops

Aprilla Fortuna1 , Febri Prasetya1 , Agariadne Dwinggo Samala1 , Welli Andriani2 , Soha Rawas3 , Amri Ramadhan S.4 , Hua Chai5 , Mirko Compagno6 , Saba Abbasinia7 , Rahmat Azis Nabawi1,*

  • 1Faculty of Engineering, Universitas Negeri Padang, Padang, West Sumatera, Indonesia
  • 2Faculty of Mathematics and Natural Sciences, Padang, West Sumatera, Indonesia
  • 3Faculty of Science, Department of Mathematics and Computer Science, Beirut Arab University, Beirut, Lebanon
  • 4Faculty of Mechanical and Aerospace Engineering, Institut Teknologi Bandung, Bandung, West Java, Indonesia
  • 5School of Electrical Engineering and Telecommunications, University of New South Wales (UNSW), Sydney, Australia
  • 6Department of Interaction Design, Quasar Institute for Advanced Design, Rome, Italy
  • 7Faculty of Electrical & Computer Engineering, University of Tabriz, Tabriz, Iran

* Corresponding author

  • Manuscript receivedFebruary 18, 2024
  • revisedApril 8, 2024
  • acceptedApril 30, 2024
  • publishedSeptember 12, 2024

Abstract

This study explores the results of developing mobile gamification technology as a cutting-edge educational tool for occupational health and safety that aims to foster a safe and healthy work environment and increase student awareness of potential hazards in the machining workshop. This study engages 64 students from the Department of Mechanical Engineering at Universitas Negeri Padang. The research follows a comprehensive 4D development model encompassing the define, design, develop, and disseminate stages. The findings underscore the robustness of the developed technology, with media validation scoring (M = 4.40) and material validation (M = 4.39) both achieving “very valid” ratings. The practicality test yielded promising responses, with lecturers rating the application (M = 4.38) as “very practical” and students acknowledging its practicality (M = 4.18). Subsequently, effectiveness testing revealed a significant N-gain score of 0.65, categorizing it as moderate/effective in enhancing learning outcomes. In brief, this study demonstrates the successful development of mobile gamification in occupational health and safety education, specifically in terms of validity, practicality, and effectiveness criteria. The implications transcend academia, offering the prospect of a safer and more conducive community environment in the future.

Keywords

  • educational technology
  • gamification
  • mobile learning
  • occupational health and safety
  • training
  • quality education
  • industry
  • innovation
  • and infrastructure
IJIET-V14N9-2152

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Aprilla Fortuna, Febri Prasetya, Agariadne Dwinggo Samala, Welli Andriani, Soha Rawas, Amri Ramadhan S., Hua Chai, Mirko Compagno, Saba Abbasinia, and Rahmat Azis Nabawi, "Enhancing Occupational Health and Safety Education: A Mobile Gamification Approach in Machining Workshops," International Journal of Information and Education Technology, vol. 14, no. 9, pp. 1227-1238, 2024. https://doi.org/10.18178/ijiet.2024.14.9.2152

Copyright & License

Copyright © 2024 by the authors. This is an open access article distributed under the Creative Commons Attribution License which permits unrestricted use, distribution, and reproduction in any medium, provided the original work is properly cited (CC BY 4.0).

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