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INTERNATIONAL JOURNAL OF SCIENTIFIC & TECHNOLOGY RESEARCH VOLUME 9, ISSUE 03, MARCH 2020 ISSN 2277-8616

Creative Gamification In Kahoot! For Worker’s


Health And Safety Learning Assessment
Wegig Murwonugroho, Syaifudin
Abstract: The Kahoot! game application is used to determine differences in the level of understanding of mining workers, between before and after
watching the safety video on the topic of "fatigue". Data shows cognitive improvement between before and after the Occupational Health and Safety
(OHS) video was shown. However, the results of increased knowledge of this video material are not accompanied by keeping safety commitments at
work. Therefore this research is important to do with the aim of finding indicators of collecting material in the Kahoot! game which can increase workers’
awareness and commitment to safety at work. This research method uses a quasi-experimental method on 60 people who are not mining workers that is
analysed using t-test and ANOVA test. The results showed that Kahoot! creative gamefication must fulfill the criteria of preparing questions and answer
choices that are capable of: 1) stimulating players to apply their knowledge in the real world; 2) relating aspects of memory, perception, and action; 3)
having dramatic, antagonistic, witty, and affective qualities. Implications of this study, the creative gamefication of Kahoot! as an instrument of learning
assessment should put more emphasis on the content of OHS guidelines, and further can be applied to the workers that will translate them into
practicing safety at work consistently.

Index Terms: Creative Gamefication, OHS Video, Kahoot!, Learning Assessment.


—————————— ◆ ——————————

1 INTRODUCTION gap arose because the content creator (maker of questions


THE document majority of work accidents are avoided through and answer choices) failed to carefully consider the level of
the continuous campaign of the Occupational Health and intelligence, perception, and background of the game player
Safety (OHS) program (Samosamo, Marais, and Joubert, as well as the inaccuracy in choosing the appropriate
2014). The greater the workers' awareness of OHS, the lower approach. In fact, as a measure of learning success (Bawa,
the risk of work-related accidents and vice versa (Mbana, 2018), the content of questions and choice of answers need to
2005). This also increases productivity and savings in be designed according to the characteristics of miners, or that
expenditure (Mutwale-ziko, Lushinga, and Akakandelwa, of workers in any field, and delivered using an andragogy
2017). Therefore, the mining company, PT. XYZ, ideally approach such as Kahoot! for school students and not a
designs comprehensive program on OHS to create awareness pedagogical approach (Noor, Harun, and Aris, 2012).
on self-protection guidelines for workers including through Therefore, it is necessary to conduct an experimental study on
OHS videos. This research, therefore, focuses on safety the use of Kahoot! with specific content modification and as
videos regarding fatigue for mining vehicle drivers, with an an instrument for OHS learning outcomes test. The purpose of
overview of its effects and causes, as well as major accidents. this study furthermore is to determine new elements (i.e
Hot mining environment, the existence of a target production indicators) that supports the achievement of OHS learning
amount, as well as other physical and social conditions are outcomes and not to confirm the results of its effectiveness.
some fatigue types experienced by drivers and tend to create The game is involved as a test instrument because the
a fatal impact on the body and brain. Therefore, although work digitization learning technique in the form of quiz increases
safety education has been carried out through videos, the students’ motivation, and improves learning outcomes, in
following results are an evaluation of its content, which terms of knowledge, attitude, and practice (Lin, Chen, and Liu,
indicates that OHS learning has not been successful 2017; Park, Kim, Kim, and Yi, 2019; Troussas, Krouska, and
optimized. Cognitive test results using the game of Kahoot! Sgouropoulou, 2020). The results of this study ultimately
shows that respondents actually understand safe work contributed to the development of Kahoot! game, which was in
procedures according to the video content. The use of the accordance with the characteristics of mine workers.
Kahoot! game is based on various studies that prove and
explain its effectiveness as a quiz-based test instrument (Lin, 2 THEORETICAL FRAMEWORK
Ganapathy, and Kaur, 2018; Ningrum, 2018; Sabandar, Supit, According to Dale (1969), people tend to capture 50% of
and Suryana, 2018; Tewthanom, 2019; Wibisono, 2019). information through visuals and audio (i.e using video), which
However, miners' understanding of self-protection guidelines is also enables students to demonstrate or practice. To achieve
not consistent with work practices in the field, as they tend to optimal results, Dale (1969) suggested the implementation of
ignore the risks involved. This fact differs from Dale's (1969) a simulation-dominant learning (80% information) or direct
study, which reported that learning using video shapes the experience (90% information) technique for easy analysis and
competency to practice or demonstrate what is shown in the evaluation. The competency built through this study is the
video. ability to analyse, to evaluate, and to create. This assumption
underlies the company in choosing video as an OHS learning
____________________________________ media, to encourage workers to practice what they have
learned from safety videos. Theoretically, workers achieve
• Wegig Murwonugroho holds a doctorate in art & design, is lecturer
at Magister Design Program, Faculty of Art & Design at Universitas
practical competence and demonstration when learning using
Trisakti, Jakarta, Indonesia, PH-+62818922342. E-mail: video. However, the experience at PT. XYZ (for confidential
wegig@trisakti.ac.id\ purpose) showed a different result because Kahoot! as an
• Syaifudin is a Lecturer in Information System in Universitas Trisakti, instrument for measuring the learning, success was compiled
HP +62-8129513950, Fudin@trisakti.ac.id with a pedagogical approach, instead of the andragogy
According to Licorish, Owen, Daniel, and George (2018), this (Burnard, 1989; Sălăvăstru, 2014). It means that the
1992
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INTERNATIONAL JOURNAL OF SCIENTIFIC & TECHNOLOGY RESEARCH VOLUME 9, ISSUE 03, MARCH 2020 ISSN 2277-8616

assessment of competency achievement for workers does not it significantly increases the knowledge and attitude of the
have the ability to perform other learning functions such as audience (Latif, Ahmed, Amin, Syed, and Ahmede, 2016).
strengthening understanding of concepts and self-awareness Similarly, other studies showed that visual animation
according to the material (Nitko and Brookhart, 2011). The information combined with spoken text is the best way to
preparation of questions and answer choices using the communicate complex health messages to the illiterates.
pedagogical approach is more suitable for students in the (Meppelink, Weert, Haven, and Smith, 2015).
game of Kahoot!. Pink, Lingard, and Harley (2016) confirmed
that the use of pedagogical approaches to measuring the 3 RESEARCH METHODOLOGY
achievement of OHS competencies in workers strengthens This is field research utilized the quantitative approach, with a
knowledge compared to practical awareness. Therefore, its quasi-experimental research design. This is due to its inability
achievement in adults needs to be measured by the to allow the control of foreign variables that affected the
andragogy approach due to the psychological differences subject's behavior (Creswell, 2012). The Kahoot! application
between students and workers (Knowles, 1978). Furthermore, test is shown in HSE training programs before then applied to
Knowles, Holton, and Swanson (2005) identified these mining workers. The total sample was 60 people (36 women,
differences in terms of various aspects, as shown in Table 1. and 2 men) between the ages of 22-52 years. Their respective
educational levels include 12 senior high school students, 10
TABLE 1 diploma holders, 30 Bachelor degree students, and 8 Master
PEDAGOGICAL AND ANDRAGOGICAL ASSUMPTION ABOUT LEARNERS degree students. The independent variables were in the age
group, gender, and education level, while the dependent was
Aspect Pedagogical model Andragogical model in the accuracy scores of knowledge before and after watching
Learners need to know the video, which was measured using the Kahoot!. The age
Learners need to have
why something is
Need to know an idea of what the groups were divided into generations, such as X (born 1960-
important prior to
teacher explains 1979), Y (born 1980-1994), and Z (born 1995-2010). At first, a
learning it
Learners are pre-test was conducted using Kahoot! with 10 questions to
Learner's self- A learner has a
responsible for their own determine the level of knowledge. Then, the subjects were
concept dependent personality
decisions shown an OHS video for 3 minutes, followed by a post-test
The role of The learners’
The learner’s experience using Kahoot! with the same questions randomly selected.
learner’s experience is of little
has great importance During the study, researchers also conducted field
experience worth
Learners become ready observations on the subject to determine the extent of
Learners are ready to
Readiness to to learn when they see consistency or commitment of their behavior to the answers.
learn what the teacher
learn content as relevant to Some of the steps above need to be carried out to answer the
requires
their lives research questions below.
Learners expect
Orientation to Learners expect life
subject-centered
learning centered content 1 What types of questions and answer choices
content
Learners are Learners are primarily remind workers on the dangers of fatigue?
Motivation motivated by external motivated by internal 2 What types of questions and answer choices
forces forces encourages workers to maintain safe behavior
(no risk of fatigue)
The measuring instruments for achieving learning outcomes
need to use quiz-based gamification. According to Blacker, The data used in this study were obtained directly to
Curby, Klobusicky, and Chein (2014), the use of games determine the effectiveness of using Kahoot! as an evaluation
increases the capacity of Visual Working Memory (VWM). The instrument for the promotion of OHS in the workplace. The
visual appearance in games lasts longer in the minds and collected data were analyzed through SPSS 23, using ANOVA
memories of its players. This is happens because working and dependent T-tests. The ANOVA was used to test the
memory is closely related to visual perception of brain hypothesis, while the t-test was used to determine the
performance. The occurrence of impulse delivery makes relationship between the average knowledge before and after
people to always remember the game and reflect it to the real seeing the video.
world (Agam and Secular, 2008). In other words, gamification
in Kahoot! has the ability to accommodate various 4 CREATIVE GAMIFICATION
psychological aspects. Wiggins (2016) stated that gamification In the beginning, workers were shown a video with the
requires the use of game design elements. However, the basic following description.
criteria that need to be considered to make gamification in
Kahoot! effective is the fulfillment of short and long-term
memories. It means that the impressions arising while playing
the game are stored in long- and short-term memories and
reflected in the real world (Ishai and Sagi, 2014; Potter, 2012)
(Ishai and Sagi, 2014; Potter, 2012). Therefore, questions and TABLE 2
answer choices need to be accompanied by images or video SCRIPT IN THE FATIGUE PREVENTION CAMPAIGN VIDEO
illustrations because most people are visual learners, and 90%
of the information transmitted to the brain is visual (Bedrina,
2018; Medina, 2014). In addition, video is an effective strategy
for disseminating health information in developing countries
(Hubley, 2006). According to research at a hospital in London,
1993
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1. What do you know about fatigue?


- Feeling sluggish because of
Have you ever heard of the term having no money
fatigue? - Feeling of sleepy, tiredness that
does not disappear even after
sleeping
- Not excited because of a
Fatigue is a feeling of being very tired, breakup
fatigued, lethargic, sleepy which does - Feeling jaded because of debt
not disappear even after sleeping.
2. Why fatigue is important to know?
- Increases the risk of promotion
- Increases the risk of heartbreak
Fatigue is very important for us to - Reducing the risk of a salary
know, because fatigue causes an raise
increased risk of accidents. - Increases the risk of accidents

3. What an example of a big


Many workplace accidents occur accident due to fatigue?
because of fatigue. Examples of major - Tanker collision
accidents caused by fatigue: tanker - The explosion of a nuclear plant
collisions, nuclear plant explosions, - Blast a spaceship
spaceship explosions. - All right

4. What must be done to prevent


fatigue at home?
So that we can manage fatigue, let's - Play the game until morning
find out what causes it? - Take care of fussy children until
morning
- Ask your partner to look after a
fussy child
The cause can come from the
- Take strong medicine
workplace or from outside the
workplace.
5. What causes fatigue at work?
- Boss is fierce
Causes of fatigue in the workplace - Night shift work
include long working hours, lots of - Fighting with coworkers
overtime, night shift work, work - Less overtime
environment that is too hot or cold,
noisy
Based on the results of the processed data, an increase score
It can also be due to working on and p-value were obtained between the pre-test and post-test.
tedious or repetitive tasks or prolonged These scores are shown in Tables 4 and 5.
physical work. Long working hours and
night shift work cause less sleep. TABLE 4
COGNITIVE TEST RESULTS USING KAHOOT!
Have you ever heard the term fatigue?
Fatigue is a feeling of being very tired, Before After
fatigued, lethargic, sleepy which does Mean 81.13 90.93
not disappear even after sleeping. Min. 50 83
Max. 100 100

Fatigue is very important for us to TABLE 5


know, because fatigue causes an EFFECT OF INDEPENDENT VARIABLES ON COGNITIVE SCORES
increased risk of accidents.
BEFORE TREATMENT

Independent variable p-value


Gender 0.951
The Kahoot Game application is used to assess before and Level of education 0.000
after video playback. Here is the Kahoot Game Question List. Age group 0.142

Because the level of education is more than three groups, it is


necessary to conduct further analysis using Bonferroni
(ANOVA test). This is used to determine the level of education
that most influenced knowledge scores. The results can be
TABLE 3 shown in Table 6.
SAMPLE OF KAHOOT GAME APPLICATION QUESTION TABLE 6
EFFECT OF EDUCATION LEVEL ON KNOWLEDGE SCORES BEFORE
TREATMENT

1994
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Level of education P-value TREATMENT


Senior High school or equivalent Diploma 0.000 Age group P-value
Bachelor 0.001 Gen X Gen Y 0.003
Master 0.000 Gen Z 0.082
Diploma Bachelor 0.172 Gen Y Gen Z 1.000
Master 0.453
Bachelor Master 0.001 According to the results, the scores of generation X with Y
showed a significant difference. The knowledge score between
At first, a pre-test was conducted using Kahoot! with 10 X with Z, and Y with Z, showed no significant difference.
questions to determine the level of knowledge. Then, the Furthermore, the results also found several qualitative
subjects were shown an OHS video for 3 minutes, followed by findings, is shown in table 9. The subjects showed clear
a post-test using Kahoot! with the same questions randomly tendency patterns after conducting quizzes. This is to increase
selected. During the study, researchers also conducted field self-awareness associated with the importance of following the
observations on the subject to determine the extent of OHS protocol to overcome fatigue.
consistency or commitment of their behavior to the answers.
Some of the steps above need to be carried out to answer the TABLE 9
research questions below. Based on the results of the LIST OF KAHOOT QUESTIONS THAT ARE MOST REMEMBERED
processed data, an increase score and p-value were obtained
between the pre-test and post-test. These scores are shown in
No The Most Remember Question Amount
Tables 1 and 2. The table shows that there are significant
differences in knowledge scores between senior high 1 What is known about fatigue 6
school/Diploma, and Bachelor/Masters students. However, the 2 What causes fatigue 24
education level between Diploma, Bachelor, and Masters
3 What causes fatigue in the workplace 12
showed no significant difference in knowledge scores. While
after treatment, the effect of the independent variables on the 4 Why fatigue needs to be known 6
knowledge score is shown in table 7. 5 What accidents are caused by fatigue 6

TABLE 7 6 How to prevent fatigue 6


EFFECT OF INDEPENDENT VARIABLES ON KNOWLEDGE SCORES
AFTER TREATMENT
No The Most Remembered Picture

Independent variable p-value 1 A broken leg due to an explosio 42


Gender 0.679
2 Image tab contents of the game 6
Level of education 0.000
Age group 0.004 3 People are sleeping 6
4 Car accident 6
The results clearly show that gender does not influence
knowledge scores, while education level and age groups affect
knowledge scores. Because the level of education is more No
Does The Scary Picture Make You Become
than three groups, it is necessary to conduct further analysis More Compliance With Regulations
using the ANOVA test. The results are shown in Table 5. 1 Yes 55
No 5
TABLE 5
EFFECT OF EDUCATION LEVEL ON KNOWLEDGE SCORES AFTER Based on the survey, it is known which questions are more
TREATMENT remembered and correlated with changes in attitude and
behavior to keep the body from getting tired. Whether at work,
Level of education P-value at home, and how to condition the environment so as not to
Senior High school or equivalent Diploma 0.000 cause bodily fatigue. After reviewing the types of questions
Bachelor 0.001 and answer choices, it was realized that the change in
Master 0.000
behavior was more influenced by the typical questions and
Diploma Bachelor 0.172
Master 0.453 answer choices that are antagonistic, humorous, and effective.
Bachelor Master 0.001 Affective questions and answer choices remind players of
loved ones, for example, family (wife/children/parents). The
The table above also confirms that there is a significant types of questions and sentence choices that are funny,
difference between the level of education between senior high antagonistic, and other unusual sentences tend to activate
school and master's degree. This is similar to the level of long and short-term memory, then affect one's behavior
education between Diploma and Bachelor, as well as Bachelor (Matthews, 2011). Therefore, there are three basic criteria that
and Masters. While the scores between senior high need to be met by the question maker and Kahoot! answer
school/Diploma/Bachelor, and Diploma/Masters, showed no choices. Firstly, it needs to be able to stimulate the player to
significant differences. The effect of age groups on knowledge practice their knowledge as a form of response. The research
scores after treatment is shown in Table 8. by leading behaviorists (i.e Skinner, 1938; Thorndike, 1924,
1932) showed that when the response triggered by a stimulus
TABLE 8 occurs many times, it becomes a habit. Furthermore, the result
EFFECT OF AGE GROUPS ON KNOWLEDGE SCORES AFTER is similar when the response receives social approval
1995
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(Bandura, 1977). Secondly, the questions and answer choices procedural knowledge. Declarative knowledge includes facts,
in Kahoot! need to be developed to connect memory, concepts, and principles. The procedural knowledge includes
perception, and action. This criterion is in accordance with skills and processes (skills and processes). For workers in
Wahlheim and Zacks (2018) research, which showed that the general, according to the perspective of andargogi Knowles
brain continuously compares memory input with ongoing (1978), they no longer deal with declarative knowledge, but
experience. Past memories guide the processing and rather on procedural knowledge. A person who is absorbing
perceptions of current events, which, in turn, determines the procedural knowledge must first be confronted with models
kind of action or behavior carried out by someone. It means (examples) of skills, and then be practiced independently.
the memories obtained form perceptions and ultimately Therefore, the subject's behavior in this study will only change
encourages actions. One of the features of the question and when safety videos are shown. While in the phase of
choice of answers that meet this criteria is related to events developing knowledge (extending and refining knowledge),
known to the public, such as: accidental death, amputation, students will synthesize the new knowledge they already have.
memory loss, and so forth. General knowledge of such events Generally, the synthesis carried out by workers is to make new
is segmented into ongoing experiences, and will activate the alternatives to obey OHS procedures. The discovery of this
coding process of memory, perception, and action (Zacks, new alternative is done through the process of comparing,
2019). As stressed in the event coding theory developed by classifying, and inductive thinking. The new alternative
Hommel and Müsseler (2001), perceptions of events are not resulting from this synthesis will in turn be used in carrying out
only related to memory and logical reasoning, but are also new activities. The use of new knowledge into new activities is
closely related to actions or behaviors, such as: action what is referred to as use knowledge meaningfully. This phase
planning, finding new alternatives, and efforts to avoid danger. is characterized by observance of self-protection and
In order to realize the two criteria above, it is necessary to pay consistency in maintaining safety at work, even if it is not
attention to the third criterion, which states that questions and under the supervision of superiors or working alone. Workers
answer choices need to be antagonistic, witty, effective, and who have reached this phase will be more skilled in solving
relevant to remind the player of loved ones. Witty and problems, making decisions, and in conducting experiments.
antagonistic questions and answer choices encourage people When the above phase enters the stage which experts call the
to recall memory, form perceptions, which is followed by action perfect phase, the learning process with video safety can end.
(Badli and Dzulkifli, (2013), Stoyanova, (2016), Summerfelt, Because, that perfect phase is considered a habit of mind.
Lippman, and Hyman, (2010)). While questions and answer Knowledge and skills at the level of habits of mind (as habits
choices that touch effective emotions are generally followed by of thought), do not take long to manifest in safe work behavior.
fear, sadness, and a comparison of risks and costs (Zadra and In fact, if the workers no longer work in companies, safe work
Clore, 2011). Therefore, effective questions and answer behavior will still be carried out by these people as humans
choices related to loved ones encourage people to look after who have attained the habits of mind. When the above phase
themselves (Brosch, Scherer, Grandjean, and Sander, 2013). enters the stage which experts call the perfect phase, the
In this section, the dominant memory is no longer the cognitive learning process with video safety can end. Because, that
domain, but the affective domain.Therefore, affective perfect phase is considered a habit of mind. Knowledge and
questions and answer choices related to loved ones will skills at the level of habits of mind (as habits of thought), do
encourage someone to tend to take care of themselves, for not take long to manifest in safe work behavior. In fact, if the
the sake of the pleasure of these people (Brosch, Scherer, workers no longer work in companies, safe work behavior will
Grandjean, and Sander, 2013). In this section, the dominant still be carried out by these people as humans who have
memory is no longer the cognitive domain, but the affective attained the habits of mind.
domain.According to Bloom (1956), when learning that
involves cognitive, affective, and psychomotor dimensions as 4 CONCLUSION
above is carried out consistently, the process of student The use of video safety media has a significant impact on
experience (in this case is the worker) will lead to the providing OHS education to workers. Its effectiveness
habituation of life and habit of thinking (habits of mind). This is encompasses according to existing categories, such as age
what Marzano & Pickering (1997) refers to as the stages of the group, education level, and gender. Apart from the
development of behavior change as a result of learning. In the effectiveness of video media in increasing workers' knowledge
initial stages of learning, a person will enter the dimensions of of OHS, Kahoot! which acts as an assessment instrument
attitude and perception (attitude and perception). In this during the pre-test and post-test also shows a significant and
phase, learning is limited to forming psychological attitudes solutive contribution. Psychologically, the forms of questions
and internal perceptions. That is, if workers view the work and choice of answers in the game have a positive effect on
environment as an undisciplined and disorganized place, the behavior of workers' compliance with the OHS protocol.
workers will not be motivated to obey company regulations The implication of this research is the disclosure that the game
(especially OSH protection procedures). Likewise, when of Kahoot! is effectively used to measure and increase
workers look negatively on their duties or work, workers are workers' awareness by fulfilling the following three basic
more likely to underestimate the various regulations that criteria: 1). need to be able to stimulate the player to apply
should be obeyed. This first dimension emphasizes the knowledge in the real world; 2). develop to link memory,
necessity that the work environment must be conducive. perception, and action; and 3). antagonist, witty, or affective.
In the dimension of acquiring and integrating knowledge,
workers will recall old knowledge they already have to then be 5 ACKNOWLEDGMENT
linked to new knowledge (obtained during treatment with The authors wish to express the gratitude to Design Magister
safety video and Kahoot!). There are two types of knowledge Program, Art and Design Faculty - Universitas Trisakti have
integrated in this phase, namely declarative knowledge and provided an opportunity for the author to complete writing this
1996
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