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Safety Training Scorecard
Get Real Results via Simulation and Game-Based Training

BY JESSICA TRYBUS

In 2007, U.S. companies spent $130 billion on employee learning and development products, according to the American Society for Training and Development (ASTD). Historically, 2 percent ($2.6 billion) of these expenditures have been spent specifically on safety and health training.

Still, in 2005, the Occupational Safety and Health Administration reported that nearly 6,000 workers died and more than 4.2 million were injured in the U.S. due to workplace accidents. These accidents cost U.S. businesses a staggering $160 billion per year; the loss to accident victims and their families is immeasurable.

Most accidents are avoidable; many are caused by poor training and bad habits formed over time. In spite of these outcomes, businesses continue to apply standard approaches to safety training with no sign of substantial improvement in outcomes.

Traditional training approaches, such as manuals, online and on-site classroom training, “push” rules and regulations to trainees, followed by a test. The “drill-them-and-testthem” approach communicates facts, and written questions test and measure the degree to which a trainee can remember those facts – a measure of the trainee’s memorization skills rather than a measure of deeper learning.

It tells the trainer or safety manager very little about whether the trainee learned the material well enough for it to become part of their daily practice. The opportunity for true assessment of learning frequently waits until the trainee returns to the job.

Without immediate reinforcement and feedback, with each day that passes between training and workplace activity, retention declines. With so much at stake, how can we improve safety training to deliver better retention levels demonstrated by post-training performance? Real safety is not practiced in a classroom; it’s practiced on the job.

Learn by Doing, Pros & Cons

Based on both research and experience, the best way for trainees to make the transition from classroom concepts to daily practice is hands-on experience, or “learning-by-doing.”

The more opportunities to learn-by-doing, accompanied by real-time feedback, the greater the likelihood that a trainee will retain best practices and improve their safety effectiveness. Learn-by-doing “pulls” the trainee into the learning environment. It works because it is inherently motivating.

It works because in order to accomplish the goal (task), the trainee must pay attention to the detailed actions associated with the task. What’s the downside? While extremely effective, learning-by-doing (or on-the-job-training) has obvious negatives. It brings with it a significant element of risk — to the trainee and other employees, and to the bottom line – employers are apprehensive about mixing inexperienced workers into the everyday workplace.

Even with “training wheels” (a mentor at their side) learning-by-doing is still risky. From the perspective of trainees it also places a burden on them. No one wants to risk being the new hire, which through their inexperience, causes a workplace accident. No one likes to fail, especially in public.

Game-Based Training

Simulation- and game-based training has evolved to deliver a highly effective and economic learn-by-doing training experience in K-12 education, the military, health care, and other industries. Games for training are shown to deliver efficiency (selfpaced), reduced risk (virtual environments) and most of all, knowledge retention (learning reinforced through immediate use). The very nature of playing a game immerses the trainee and forces them to use the information they’ve been given to accomplish tasks.

Examples include: Military Simulations – Used for applications ranging from flight simulation to full-scale military exercises, the military has a long and successful history of using simulation training. In 2003 the military’s investment in these tools exceeded $3 billion, according to market analyst Frost & Sullivan.

Today, almost every branch of the armed forces has the equivalent of an “Office of Gaming.” In addition to greater safety and reduction in hard costs associated with field exercises, military trainers gain valuable information on a trainee’s performance. The data provides a solid base from which to assess cognitive skills and readiness status to perform mission operations. Medical Simulations – Adoption of simulations and game-based training for medical procedures and equipment operation continues to increase and is part of training in more than 71 percent of western medical schools. A recent study comparing two groups of surgeons trained in laparoscopic gall bladder removal shows the simulation-trained group performed the operation 29 percent faster.

They were nine times less likely to pause during the procedure, five times less likely to injure the target organ or burn surrounding tissues, and six times less likely to make other errors during the procedure when compared to the performance of surgeons with standard training.

The effectiveness of simulations and game-based medical and surgical training tools for surgery and other medical procedures has prompted insurers to offer reduced malpractice premiums for physicians who are simulation-trained for select procedures.

OSHA-Based Safety Training Simulations Simulations and game-based training are ideal for safety training – and at a cost that easily fits into training budgets. With the availability of cost-efficient game technologies, powerful but inexpensive desktop computers and, most recently, OSHA-based simulation games, the power of game-based training is within the reach of safety departments.

This breakthrough approach to safety training offers the potential for higher retention levels, the convenience of “just-in time” training, consistency in how standards are taught and reinforced, and accountability for developing competency.

And game-based training works for experienced as well a new generation of workers, many of whom have grown up playing videogames.

In 2007, as part of its safety-training program, Alcoa started the rollout of SafeDock, a game-based, loading dock simulation developed by Etcetera Edutainment. SafeDock engages trainees in a virtual loading dock environment, encompassing tasks and hazards associated with operating forklifts, pallet jacks, overhead cranes and other mobile equipment, performing loading and unloading tasks, and interacting with other workers both pedestrians and equipment operators.

Trainees are challenged to demonstrate workplace safety in scenarios defined by the training manager. Simulation and game-based training follow proven rules of successful and instructional design.

• A highly-relevant, risk-free and stimulating environment that relates to the trainee’s or student’s real world;

• Self-directed to enable working at one’s own pace – repeating lessons where they need to;

• Immediate feedback and visible, personal accomplishment;

• Gradual complexity to continually challenge without frustrating; an iterative approach enabling trainees to gain confidence and satisfaction as they advance in the game.

The ability to play out choice and consequence in a risk-free environment makes simulation and game- based safety training a highly-relevant, real alternative to standard training tools and offers, through its effectiveness, the potential to save lives.

In addition – it will breathe new life into your next safety training. FSM

Jessica Trybus is CEO and Founder of Etcetera Edutainment, a developer of 3D games and simulation products for industrial and workplace safety. She is also Director of Edutainment for Carnegie Mellon University’s Entertainment Technology Center.

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