A new trend in labor protection

A new trend in labor protection

Continuous training in the field of labor protection is regulated by law:

The employer is obliged to provide training and knowledge testing of workers’ occupational health and safety requirements.

Art. 214 of the Labor Code of the Russian Federation

Often, the training provided by the employer is just a formality: the employee is asked to read a dozen pages or watch several hours of video. And the knowledge test is reduced to a paper test, where you need to circle the correct answer. The experience of colleagues in the field of labor protection shows that such methods are ineffective and are not the main goals of the field of labor protection – preserving the health and life of the employee. Rufina Ibragimova, product manager at 2Nova Interactive, talks about how gamification can help business and how games help to learn more effectively and reduce injuries in the company.

An occupational safety specialist urges a novice to read the occupational safety instructions. Based on real events.

How will it help the business?

The experience of large companies (more details about the examples – later in the article) shows that innovations can be implemented in the field of occupational health and safety through the introduction of gamification elements into the process.

Gamification in labor protection involves embedding game mechanics in the process of studying, repeating and checking knowledge of labor protection norms and their actual compliance.

One of the pioneers of introducing gamification into business processes is Yu-kai Chou – a Taiwanese-American entrepreneur, writer, speaker, business consultant. He put his years of experience into the book “Gamify it. How to stimulate customers to buy and employees to work”

The archaic whip and gingerbread motivational methods used throughout the Industrial Revolution are undeveloped tactics that cannot really engage the modern person. Perhaps one of the most telling indicators of a lagging work culture is that the U.S. loses nearly $370 billion annually to disengaged employees, according to a Gallop poll.

Yu-kai Chow – “Gamify It”

The effectiveness of such training methods has already been proven in practice. Employees undergoing corporate training in game form:

  • are more easily involved in learning and involve colleagues

  • are more responsible for their work

  • more motivated for results

  • more often complete their studies and update their knowledge

  • learn information faster

  • most often successfully assimilate the results for a long time

  • more often apply knowledge in practice

Who has already introduced gamification in labor protection?

  • The company’s “Hunting for Risks” mobile application EURAZ inspired by Pokemon GO: players “catch” risks in the workplace.

  • VR training in RZ: training on labor safety rules and actions when working at height and on railway tracks using VR.

  • IN JSC “SUEK Kuzbas” virtual reality is used in mining safety training in a virtual mine model.

  • Employees JSC “ALROSA” undergo a safety training quest: five areas, including fire safety and occupational health and safety.

  • IN “Norilsk Nickel” use special simulators of mining equipment for training employees.

  • Department of labor protection Ministry of Labor The US has developed an online game to teach workplace hazard identification and is rolling it out to businesses of all sizes.

  • AstraZeneca achieved 97% employee engagement with the online training platform

  • EnTrans reduced injuries by 50% and incident rates from 6 to 2.1 using game-based safety training techniques

How and why does it work?

When we talk about the implementation of gamification in occupational health and safety training, we do not mean the long-term development of a full-fledged video game that employees will play all day. It’s about taking the elements that make games exciting and motivating and adding them to the OSH learning process. But how exactly will these methods work and how are these methods better than the usual ones?

Yu-kai Chow, in his book Gamify It, writes that gamification affects key drivers of human behavior. He described octalysis model – an octagonal scheme for the analysis and development of gamification systems. It is based on eight key incentiveswhich can push a person to certain actions:

A special mission and vocation. This incentive works when a person believes that their characters are doing something special, as if they were chosen for the task.

Development and self-realization. The easiest way to activate this incentive is to design using points, badges, and ratings, among others.

Creative opportunities and feedback. Exposure to this stimulus causes users to engage in the creative process of repeatedly creating new things and trying to use different combinations of them.

A sense of ownership and possession. The desire to have extends to virtual goods or in-game currencies. Also, if a person spends a lot of time customizing their profile or avatar, they automatically perceive it as their property

Social influence and commitment. People are motivated by social recognition, mentorship, community feedback, peer interaction, and competition and envy. These stimuli make us interact with close objects in reality.

Limited resources and impatience. The impossibility of having something because of the uniqueness of the object or the special conditions of obtaining it stimulates us to desire it even more. Many games suggest waiting several hours before receiving a reward, which encourages our addiction to games.

Unpredictability and curiosity. Unpredictability is the main incentive to stay engaged in the game, because you don’t know what will happen next. This element is also present in gambling, raffles or lotteries.

Trying to avoid negative situations. We aim to avoid negative situations, such as layoffs or loss of opportunities, that marketers use when offering limited offers with an expiration date.

These stimuli are actually human needs – we unconsciously seek to satisfy them. Each such need is matched by game mechanics that satisfy it. That is why we get more positive emotions from the game learning process than the standard one.

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