Publications / CCC 2025 - Zadar, Croatia

APPLYING GAMIFICATION THEORY TO ENHANCE LEARNING EFFECTIVENESS IN VR CONSTRUCTION TRAINING

Kun-Chi Wang, Yen-Jia Hsu
Pages 123-129 (CCC 2025 - Zadar, Croatia, ISBN 978-1-7643710-0-1, ISSN 2413-5844)
Abstract:

In the construction industry, occupational accidents account for 13.78% of all workplace incidents across various sectors, indicating a significant level of safety risk at construction sites. Therefore, reducing the incidence of accidents on construction sites has become a critical challenge in promoting occupational safety education. In particular, when it comes to educating workers on safety awareness and emergency response skills, traditional teaching methods typically relying on printed manuals fall short in realistically presenting high-risk site scenarios. Learners often lack hands-on experience, making it difficult for them to respond swiftly and appropriately during unforeseen incidents. With advancements in technology, Virtual Reality (VR) has been widely adopted in various fields of education and training. By simulating real-life scenarios, VR enhances learners' sense of presence and practical experience. Furthermore, when combined with gamified learning strategies such as challenge-based tasks, reward systems, and role-playing interactions, VR can effectively stimulate learning motivation and improve training outcomes, enabling learners to absorb knowledge more proactively. This study integrates VR technology and gamification design to develop a gamified virtual reality training system for construction safety education. By simulating realistic construction environments and common accident scenarios, the system provides a safe space for learners to engage in experiential training. Through the use of game mechanics, it further boosts learners' engagement and concentration, enabling the acquired safety knowledge to be applied in real-world operations, thereby reducing the risk of occupational accidents on actual construction sites.

Keywords: construction, gamification of learning, occupational safety education, virtual reality