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Safety games for learning

This would enable workers to use a training computer game to learn and be assessed for the unit of competency required by the National Code of Practice for Induction for Construction Work without being compromised by time and place. Importantly, it also allows trainees to gain real-world experience ?on-site? or ?using? industrial equipment without exposing them to potential risk.

Interactive computer-based simulator games are well suited to delivering this training because participants are active agents in the learning experience in a virtual reality that supplies rewards and builds expertise. It also provides a safe place in which to learn and explore.

The user makes a series of planning and safety-based choices, and interacts with supervisors and fellow workers, with the goal of successfully planning and performing a day?s work without injuring themselves or their fellow workers, or destroying equipment.

The game ? which uses a highly flexible Unity3D platform ? can be delivered online in regional or remote locations via a web browser and National Broadband Network (NBN) connectivity, via downloadable file to computers over high-speed internet or on smart phone or tablet devices connected to high-speed internet.

The project is possible through funding from the National VET E-learning Strategy, whose NBN E-learning Programs provide opportunities to create innovative approaches to demonstrate the power of broadband to enhance outcomes for learners, and promote growth in broadband-based training as the NBN rollout proceeds.

?This use of games technologies and the development of immersive learning environments enable the targeted delivery of flexible, customised learning programs in the workplace, while ensuring participant engagement through active learning?, says Fiona Huskinson, the national program manager for the NBN.

Delivery platforms will be rolled out to relevant NBN hubs once they are operational.

Focusing on the design and development of immersive educational environments and assessment of the optimal level of interactivity and game play necessary to achieve identified learning outcomes, the project is a collaboration between the Curriculum Innovation Unit, the Education Research Centre and the Faculty of Technical and Trade Innovation at Victoria University in Melbourne.

The National VET E-learning Strategy 2012-2015 is the responsibility of the Flexible Learning Advisory Group (FLAG), a key policy advisory group on national directions and priorities for information and communication technologies in the VET sector. The strategy is aimed at strengthening the Australian training sector?s use of new learning technologies, stimulating innovative approaches to increasing participation in training and employment, and improving the skill levels of the Australian workforce.

?This strategy directly supports government targets for participation and access, and higher workforce skill levels,? says FLAG chairman Raymond Garrand, chief executive of the South Australian Department of Further Education, Employment, Science and Technology.

?Used strategically, the new technological environment will provide unprecedented access to more accessible training and learning opportunities.?

Investment in the strategy will stimulate innovative approaches to increasing participation in training and improve the skill levels of the Australian workforce.

To enable the three-year program of action, government funding has been approved to:

  • Capitalise on the rollout of the NBN by demonstrating the benefits of the national investment in broadband.
  • Support large-scale workforce development in industry through partnerships and comprehensive e-learning advice.
  • Expand participation and access for individuals through e-learning programs delivering foundation skills and e-literacy.

Source: National VET E-Learning Strategy

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