OSH-DBG as a Method of Digital Problem-Solving for Learning Construction Safety and Health Course / Noorsaidi Mahat … [et al.]

Mahat, Noorsaidi and Abdul Rashid,, Ahmad Faiz and Mohamad Bohari, Asmah Alia and Budin, Hemyza and Azman, Mohd Azrai and Ikau, Roseline and Nik Kamaruzaman, Nik Umar Solihin (2021) OSH-DBG as a Method of Digital Problem-Solving for Learning Construction Safety and Health Course / Noorsaidi Mahat … [et al.]. In: International Jasin Multimedia & Computer Science Invention and Innovation Exhibition (i-JaMCSIIX 2021). UiTM Cawangan Melaka Kampus Jasin, pp. 16-18.

Abstract

Nowadays, it is challenging among the students on the importance of safety at the construction site. Students are demanding, and they grew up with higher requirements for learning. Therefore modern pedagogical paradigms that emphasize creative thinking are required. Gamification in teaching and learning is an innovative approach to motivate students to learn by using game elements to make more exciting and fun. Game-based learning has introduced to improve teaching activities by stimulating learning engagement and motivation among players new skills and concepts voluntarily. Gamification also an effective approach to make positive changes in students behaviour and attitudes towards learning. OSH-DBG is one of a digital board game. Its promote the development of knowledge and information, especially to the built environment students in safety awareness. The experience in the form of games in this product is more likely to influence good attitude in safety awareness, especially to students of Built Environment. This digital and online gamification concept was built to make this game more interactive. The objectives of this project are to increase the development of knowledge and information about construction safety and health and to improve essential skill on safety for construction requirements.

Metadata

Item Type: Book Section
Creators:
Creators
Email / ID Num.
Mahat, Noorsaidi
noorsaidi@uitm.edu.my
Abdul Rashid,, Ahmad Faiz
UNSPECIFIED
Mohamad Bohari, Asmah Alia
UNSPECIFIED
Budin, Hemyza
UNSPECIFIED
Azman, Mohd Azrai
UNSPECIFIED
Ikau, Roseline
UNSPECIFIED
Nik Kamaruzaman, Nik Umar Solihin
UNSPECIFIED
Contributors:
Contribution
Name
Email / ID Num.
Patron
Md Badarudin, Ismadi
UNSPECIFIED
Advisor
Tahar @ Yusoff, Nor Fadilah
UNSPECIFIED
Advisor
Jono, Mohd Nor Hajar Hasrol
UNSPECIFIED
Advisor
Abdul Rahid @ Abdul Rashid, Nurul Najwa
UNSPECIFIED
Advisor
Sharip, Anis Afiqah
UNSPECIFIED
Subjects: H Social Sciences > HD Industries. Land use. Labor > Risk management. Risk in industry. Operational risk
L Education > LB Theory and practice of education > Teaching (Principles and practice)
L Education > LB Theory and practice of education > Learning. Learning strategies
Divisions: Universiti Teknologi MARA, Melaka > Jasin Campus > Faculty of Computer and Mathematical Sciences
Event Title: International Jasin Multimedia & Computer Science Invention and Innovation Exhibition (i-JaMCSIIX 2021)
Event Dates: 15 February 2021 - 31 March 2021
Page Range: pp. 16-18
Keywords: E-learning; Gamification; Interactive; Learner engagement; Digital direct learning
Date: 2021
URI: https://ir.uitm.edu.my/id/eprint/50625
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50625

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