Efficacy of a Gamified Training Program for Improving Occupational Health and Safety Knowledge Among Italian Secondary School Students: A Randomized Controlled Field Trial.
Giuseppe La Torre, David Shaholli, Guendalina Capece et al.
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In 30 seconds
This cluster-randomized controlled field trial assessed whether a gamified occupational health and safety (OHS) program improved knowledge among Italian secondary school students. Classes received either a seminar plus role-playing, board and card games, or control. Among 694 students who completed the study, post-intervention scores on the 15-item Q81 questionnaire were higher in the intervention group than in controls (9.0 ± 3.1 vs. 5.2 ± 2.9, P < 0.001; Cohen's d = 1.26). The findings indicate short-term knowledge gains; the study did not establish effects on safety behaviour over time.
Key findings
- At baseline, mean Q81 scores were comparable between groups: 5.6 ± 3.3 in the intervention group and 5.4 ± 2.9 in controls.
- At post-intervention, mean Q81 scores were 9.0 ± 3.1 versus 5.2 ± 2.9 (P < 0.001; Cohen's d = 1.26), favouring gamified training.
- The intervention group improved from baseline (P < 0.001), whereas the control group did not show significant within-group improvement.
Why it matters
OHS education in secondary school may help establish safety knowledge before students enter workplaces. This trial suggests that combining a seminar with structured games can improve measured knowledge over a short period compared with control. The result supports further evaluation of engaging educational formats, while knowledge scores alone do not show whether students retain information or behave more safely.
What to keep in mind
Follow-up assessed short-term knowledge only; long-term retention and behavioural outcomes were not evaluated. Of 927 participating students, 694 completed the study.