{"id":{"repo_id":"iastate","oai_identifier":"oai:dr.lib.iastate.edu:20.500.12876/GvqXjj7w"},"canonical_url":"https://search.dev.ndltd.org/etd/iastate/oai:dr.lib.iastate.edu:20.500.12876/GvqXjj7w","repository":{"repo_id":"iastate","name":"Iowa State University","base_url":"https://dr.lib.iastate.edu/server/oai/request"},"display":{"title":"Using serious games to prime safety students for occupational noise exposure risk assessment","abstract":"Ensuring the safety of our workforce requires substantial training and education of workers. This thesis investigates the potential of priming students with gamification and entertainment techniques in a virtual environment to enhance the training for occupational noise risk assessments. A simulator titled AssessVR, a PC-based application was created to enhance the learning experience of students and safety workers in identifying hazards and assessing risks. This simulator enables students to engage in hazard recognition, develop evaluation strategies, and perform risk assessment and analysis by utilizing the data generated within the simulation. Two studies, a pilot and an enhanced study, were conducted to assess priming learners' effectiveness in enhancing occupational noise risk assessment. The results of the pilot study point to the need for enhancing the gamification of the simulator. Consequently, AssessVR was redesigned as a serious game. In the second study, the gamified AssessVR was used to prime students before they engaged in the risk assessment with a non-gamified, AssessVR. An additional group of students was primed with a non-gamified AssessVR as a benchmark or the assessment of the gamification approach. The results demonstrated that the gamified-based priming significantly improved students' exposure assessments, a critical component of risk assessments. In their assessment, students primed with a gamified approach referenced exposure standards more frequently than those in a traditional utilitarian group. However, not all risk assessment dimensions were improved through gamification.","abstract_html":"Ensuring the safety of our workforce requires substantial training and education of workers. This thesis investigates the potential of priming students with gamification and entertainment techniques in a virtual environment to enhance the training for occupational noise risk assessments. A simulator titled AssessVR, a PC-based application was created to enhance the learning experience of students and safety workers in identifying hazards and assessing risks. This simulator enables students to engage in hazard recognition, develop evaluation strategies, and perform risk assessment and analysis by utilizing the data generated within the simulation. Two studies, a pilot and an enhanced study, were conducted to assess priming learners&#x27; effectiveness in enhancing occupational noise risk assessment. The results of the pilot study point to the need for enhancing the gamification of the simulator. Consequently, AssessVR was redesigned as a serious game. In the second study, the gamified AssessVR was used to prime students before they engaged in the risk assessment with a non-gamified, AssessVR. An additional group of students was primed with a non-gamified AssessVR as a benchmark or the assessment of the gamification approach. The results demonstrated that the gamified-based priming significantly improved students&#x27; exposure assessments, a critical component of risk assessments. In their assessment, students primed with a gamified approach referenced exposure standards more frequently than those in a traditional utilitarian group. However, not all risk assessment dimensions were improved through gamification.","abstract_has_math":false,"creators":["Yrjo, Tavion"],"institution":"Iowa State University","degree_name":"Master of Science","degree_level":"thesis","degree_discipline":"Occupational safety","degree_department":"Department of Computer Science","school":null,"contributors":[],"advisors":["Keren, Nir","Stone, Richard","Simpson, Stephen"],"committee_chairs":[],"committee_members":[],"year":2023,"date_issued":"2023-08","date_published":"2023-08","updated_at":"2026-07-24T02:37:38Z","subjects":[],"languages":["en"],"rights":[],"rights_urls":[],"identifier_entries":[{"key":"dc:identifier.doi","label":"DOI","values":["https://doi.org/10.31274/td-20240329-856"],"render_values":[{"text":"https://doi.org/10.31274/td-20240329-856","href":"https://doi.org/10.31274/td-20240329-856","code":true}]}]},"links":{"outbound_url":"https://dr.lib.iastate.edu/handle/20.500.12876/GvqXjj7w","outbound_label":"Repository record","outbound_source":"dc:identifier.uri"},"metadata_groups":[{"id":"people","label":"People","entries":[{"key":"dc:contributor.advisor","label":"Advisor","values":["Keren, Nir","Stone, Richard","Simpson, Stephen"]},{"key":"dc:contributor.department","label":"Department","values":["Department of Computer Science"]},{"key":"dc:creator","label":"Author","values":["Yrjo, Tavion"]}]},{"id":"academic_context","label":"Academic Context","entries":[{"key":"dc:date.accessioned","label":"Dc Date Accessioned","values":["2023-08-29T12:04:03Z"]},{"key":"dc:date.available","label":"Dc Date Available","values":["2023-08-29T12:04:03Z"]},{"key":"dc:date.issued","label":"Date","values":["2023-08"]},{"key":"dc:type","label":"Dc Type","values":["thesis"]},{"key":"thesis:degree_discipline","label":"Discipline","values":["Occupational safety","Educational technology"]},{"key":"thesis:degree_level","label":"Degree Level","values":["thesis"]},{"key":"thesis:degree_name","label":"Degree Name","values":["Master of Science"]},{"key":"thesis:institution_name","label":"Thesis Institution Name","values":["Iowa State University"]}]},{"id":"language_rights","label":"Language and Rights","entries":[{"key":"dc:language.iso","label":"Language (ISO)","values":["en"]}]},{"id":"identifiers","label":"Identifiers","entries":[{"key":"dc:identifier.doi","label":"DOI","values":["https://doi.org/10.31274/td-20240329-856"]},{"key":"dc:identifier.uri","label":"Identifier URI","values":["https://dr.lib.iastate.edu/handle/20.500.12876/GvqXjj7w"]}]},{"id":"additional","label":"Additional Metadata","entries":[{"key":"dc:description.abstract","label":"Abstract","values":["Ensuring the safety of our workforce requires substantial training and education of workers. This thesis investigates the potential of priming students with gamification and entertainment techniques in a virtual environment to enhance the training for occupational noise risk assessments. A simulator titled AssessVR, a PC-based application was created to enhance the learning experience of students and safety workers in identifying hazards and assessing risks. This simulator enables students to engage in hazard recognition, develop evaluation strategies, and perform risk assessment and analysis by utilizing the data generated within the simulation. Two studies, a pilot and an enhanced study, were conducted to assess priming learners' effectiveness in enhancing occupational noise risk assessment. The results of the pilot study point to the need for enhancing the gamification of the simulator. Consequently, AssessVR was redesigned as a serious game. In the second study, the gamified AssessVR was used to prime students before they engaged in the risk assessment with a non-gamified, AssessVR. An additional group of students was primed with a non-gamified AssessVR as a benchmark or the assessment of the gamification approach. The results demonstrated that the gamified-based priming significantly improved students' exposure assessments, a critical component of risk assessments. In their assessment, students primed with a gamified approach referenced exposure standards more frequently than those in a traditional utilitarian group. However, not all risk assessment dimensions were improved through gamification."]},{"key":"dc:format.mimetype","label":"Dc Format Mimetype","values":["PDF"]},{"key":"dc:title","label":"Title","values":["Using serious games to prime safety students for occupational noise exposure risk assessment"]}]}],"canonical_facts":{"dc:contributor.advisor":["Keren, Nir","Stone, Richard","Simpson, Stephen"],"dc:contributor.department":["Department of Computer Science"],"dc:creator":["Yrjo, Tavion"],"dc:date.accessioned":["2023-08-29T12:04:03Z"],"dc:date.available":["2023-08-29T12:04:03Z"],"dc:date.issued":["2023-08"],"dc:description.abstract":["Ensuring the safety of our workforce requires substantial training and education of workers. This thesis investigates the potential of priming students with gamification and entertainment techniques in a virtual environment to enhance the training for occupational noise risk assessments. 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The results demonstrated that the gamified-based priming significantly improved students' exposure assessments, a critical component of risk assessments. In their assessment, students primed with a gamified approach referenced exposure standards more frequently than those in a traditional utilitarian group. However, not all risk assessment dimensions were improved through gamification."],"dc:format.mimetype":["PDF"],"dc:identifier.doi":["https://doi.org/10.31274/td-20240329-856"],"dc:identifier.uri":["https://dr.lib.iastate.edu/handle/20.500.12876/GvqXjj7w"],"dc:language.iso":["en"],"dc:title":["Using serious games to prime safety students for occupational noise exposure risk assessment"],"dc:type":["thesis"],"thesis:degree_discipline":["Occupational safety","Educational technology"],"thesis:degree_level":["thesis"],"thesis:degree_name":["Master of Science"],"thesis:institution_name":["Iowa State University"]},"updated_at":"2026-07-24T02:37:38Z"}