Skip to main content

Gamification of Hazards Recognition in Mining with a Tabletop Card Game

  • Conference paper
  • First Online:
Advances in Simulation and Digital Human Modeling (AHFE 2020)

Part of the book series: Advances in Intelligent Systems and Computing ((AISC,volume 1206))

Included in the following conference series:

  • 942 Accesses

Abstract

We have developed a card game called Very Good Day to facilitate higher order thinking skills for hazard recognition and mitigation. Using a three-way matching game mechanic, learners are incentivized through competition and challenge to mitigate hazards by applying the hierarchy of critical controls. The game also emphasizes communication, as no mitigation strategy is valid without attaining group consensus. Stealth evaluation is provided via a composite “safety index” which is based on gameplay choices. Increasingly sophisticated controls require more thought to implement, translating to higher composite safety indices. Play testing was conducted over a 10-month period with 211 learners in the mining industry. Results indicated a high level of engagement, with 95% of users able to apply better controls than the minimums to mitigate hazards.

This is a preview of subscription content, log in via an institution to check access.

Access this chapter

Chapter
USD 29.95
Price excludes VAT (USA)
  • Available as PDF
  • Read on any device
  • Instant download
  • Own it forever
eBook
USD 189.00
Price excludes VAT (USA)
  • Available as EPUB and PDF
  • Read on any device
  • Instant download
  • Own it forever
Softcover Book
USD 249.99
Price excludes VAT (USA)
  • Compact, lightweight edition
  • Dispatched in 3 to 5 business days
  • Free shipping worldwide - see info

Tax calculation will be finalised at checkout

Purchases are for personal use only

Institutional subscriptions

Similar content being viewed by others

References

  1. Bloom, B.S. (ed.): Taxonomy of Educational Objectives, Handbook 1: Cognitive Domain. David McKay, New York (1956)

    Google Scholar 

  2. Dale, E.: Audio-Visual Methods in Teaching, 3rd edn, p. 108. Holt, Rinehart & Winston, New York (1969)

    Google Scholar 

  3. Gee, J.P.: Situated Language and Learning: A Critique of Traditional Schooling. Routledge, London (2004)

    Google Scholar 

  4. Csikszentmihalyi, M.: Flow: The Psychology of Optimal Experience. Harper & Row, New York (1990)

    Google Scholar 

  5. Squire, K., Jenkins, H.: Harnessing the power of games in education. Insight 3(1), 5–33 (2003)

    Google Scholar 

  6. Kapp, K.M.: The Gamification of Learning and Instruction: Game-Based Methods and Strategies for Training and Education, 1st edn. Pfeiffer, San Francisco (2012)

    Google Scholar 

  7. Steinman, R.A., Blastos, M.T.: A trading-card game teaching about host defence. Med. Educ. 36(12), 1201–1208 (2002)

    Article  Google Scholar 

  8. Gutierrez, A.F.: Development and effectiveness of an educational card game as supplementary material in understanding selected topics in biology. CBE—Life Sci. Educ. 13(1), 76–82 (2014)

    Article  Google Scholar 

  9. Su, T., Cheng, M.T., Lin, S.H.: Investigating the effectiveness of an educational card game for learning how human immunology is regulated. CBE—Life Sci. Educ. 13(3), 504–515 (2014)

    Article  Google Scholar 

  10. Wilson, K.A., et al.: Relationships between game attributes and learning outcomes. Simul. Gaming 40(2), 217–266 (2009)

    Article  Google Scholar 

  11. Chen, S., Michael, D.: Proof of learning: assessment in serious games, gamasutra (2005). http://www.gamasutra.com/view/feature/2433/proof_of_learning_assessment_in_.php

  12. Shute, V., Ventura, M., Bauer, M., Zapata-Rivera, D.: Melding the power of serious games and embedded assessment to monitor and foster learning: flow and grow. In: Serious Games: Mechanisms and Effects, pp. 295–232. Routledge, New York (2009)

    Google Scholar 

  13. NIOSH: Hierarchy of Critical Controls (2015). https://www.cdc.gov/niosh/topics/hierarchy/

  14. Eiter, B., et al.: Recognizing mine site hazards: identifying differences in hazard recognition ability for experienced and new mineworkers. In: Cassenti, D. (ed.) AHFE 2017. LNCS, vol. 591, pp. 104–115. Springer, Heidelberg (2017)

    Google Scholar 

Download references

Acknowledgements

We thank McCraren Compliance for assistance in play testing. This work was supported by NIOSH award 2U60-OH010014-08.

Author information

Authors and Affiliations

Authors

Corresponding author

Correspondence to Leonard D. Brown .

Editor information

Editors and Affiliations

Rights and permissions

Reprints and permissions

Copyright information

© 2021 The Editor(s) (if applicable) and The Author(s), under exclusive license to Springer Nature Switzerland AG

About this paper

Check for updates. Verify currency and authenticity via CrossMark

Cite this paper

Wilson, L.P., Brown, L.D., Reed, R., Burgess, J.L. (2021). Gamification of Hazards Recognition in Mining with a Tabletop Card Game. In: Cassenti, D., Scataglini, S., Rajulu, S., Wright, J. (eds) Advances in Simulation and Digital Human Modeling. AHFE 2020. Advances in Intelligent Systems and Computing, vol 1206. Springer, Cham. https://doi.org/10.1007/978-3-030-51064-0_21

Download citation

Publish with us

Policies and ethics